void ItemModel::SetTexture() { for( int i = 0; i < m_Data.size(); i++ ) { if( strcmp(m_Data[i].Model, "") == 0 ) { continue; } // ---- int ModelID = ITEM2(m_Data[i].ItemType, m_Data[i].ItemIndex); #ifdef __LEGEND__ if( m_Data[i].ItemType >= 13 ) { pLoadTexture(ModelID, ItemTexturePath, GL_REPEAT, GL_NEAREST, GL_TRUE); } else { pLoadTexture(ModelID, "Item\\", GL_REPEAT, GL_NEAREST, GL_TRUE); } #else pLoadTexture(ModelID, ItemTexturePath, GL_REPEAT, GL_NEAREST, GL_TRUE); #endif } }
void Item::LoadTextures() { pInitTextureData(); g_ItemModel.SetTexture(); // ---- char * Path = "Custom\\Item\\"; // ---- #ifdef NEWWINGS pLoadTexture(ITEM2(12, 180), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(12, 181), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(12, 182), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(12, 183), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(12, 184), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(12, 185), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(12, 186), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(12, 187), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(12, 188), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(12, 189), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(12, 190), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(12, 191), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(12, 192), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(12, 193), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); #endif // ---- Jewels textures pLoadTexture(ITEM2(14, 180), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(14, 181), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(14, 182), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(14, 183), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); pLoadTexture(ITEM2(14, 184), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); // New Sword //pLoadTexture(ITEM2(0, 180), Path, GL_REPEAT, GL_NEAREST, GL_TRUE); }