// TODO: find a way to release reference to the textures TextureEntity* CParaWorldAsset::GetDefaultTexture(int nTextureID) { static TextureEntity* s_default_textures[10] = { NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL }; PE_ASSERT(nTextureID < 10 && nTextureID >= 0); TextureEntity* tex = s_default_textures[nTextureID]; if (tex) { return tex; } else { // create the texture if it is not assigned before. char sName[2]; sName[0] = '0' + nTextureID; sName[1] = '\0'; tex = LoadTexture(sName, "Texture/whitedot.png", TextureEntity::StaticTexture); //tex->SetState(AssetEntity::ASSET_STATE_LOCAL); tex->LoadAsset(); s_default_textures[nTextureID] = tex; } return tex; }