bool TC_Shutdown(void) { c_num_textures=0; FreeAllTextures(); return FALSE; }
//----------------------------------------------------------------------------- // Purpose: Loads textures from all texture files. //----------------------------------------------------------------------------- void CTextureSystem::LoadAllGraphicsFiles(void) { FreeAllTextures(); // For each game config... // dvs: Disabled for single-config running. //for (int nConfig = 0; nConfig < Options.configs.GetGameConfigCount(); nConfig++) { //CGameConfig *pConfig = Options.configs.GetGameConfig(nConfig); CGameConfig *pConfig = g_pGameConfig; // Create a new texture context with the WADs and materials for that config. TextureContext_t *pContext = AddTextureContext(); // Bind it to this config. pContext->pConfig = pConfig; // Create a group to hold all the textures for this context. pContext->pAllGroup = new CTextureGroup("All Textures"); pContext->Groups.AddToTail(pContext->pAllGroup); HammerFileSystem_SetGame(pConfig->m_szGameExeDir, pConfig->m_szModDir); // Set the new context as the active context. m_pActiveContext = pContext; // Load the textures for all WAD files set in this config. // Only do this for configs that use WAD textures. if (pConfig->GetTextureFormat() == tfWAD3) { LoadWADFiles(pConfig); } // Load the materials for this config. // Do this unconditionally so that we get necessary editor materials. LoadMaterials(pConfig); m_pActiveContext->pAllGroup->Sort(); } }
TextureManager::~TextureManager() { FreeAllTextures( true ); }
//----------------------------------------------------------------------------- // Purpose: Shuts down the texture system. //----------------------------------------------------------------------------- void CTextureSystem::ShutDown(void) { CWADTexture::ShutDown(); CMaterial::ShutDown(); FreeAllTextures(); }