void base_Vertex:: write (IWriter &w )const { w.w_fvector3( P ); w.w_fvector3( N ); w_pod( w, C ); w.w_s32( handle ); }
void write(IWriter &w, const b_texture &b) { w.w_string( b.name ); w.w_u32( b.dwWidth ); w.w_u32( b.dwHeight ); w.w_s32( b.bHasAlpha ); bool b_surface = !!b.pSurface; w.w_u8( u8( b_surface ) ); if(b_surface) { u32 size = sizeof( u32 ) * b.dwWidth * b.dwHeight; w.w( b.pSurface, size ); } }