예제 #1
0
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
	}
}
예제 #2
0
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);
}