void OGL_LoadTextures(short Collection)
{

	for (TOHash::iterator it = Collections[Collection].begin(); it != Collections[Collection].end(); ++it)
	{
		it->second.Load();
		OGL_ProgressCallback(1);
		
	}
}
Exemple #2
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// for managing the model and image loading and unloading
void OGL_LoadModels(short Collection)
{
  vector<ModelDataEntry>& ML = MdlList[Collection];
  for (vector<ModelDataEntry>::iterator MdlIter = ML.begin(); MdlIter < ML.end();
       MdlIter++)
  {
    MdlIter->ModelData.Load();
    if (MdlIter->ModelData.ForceSpriteDepth) {
      ForcingSpriteDepth = true;
    }
    OGL_ProgressCallback(1);
  }
}