void OGL_LoadTextures(short Collection) { for (TOHash::iterator it = Collections[Collection].begin(); it != Collections[Collection].end(); ++it) { it->second.Load(); OGL_ProgressCallback(1); } }
// 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); } }