void CCTextureManager::invalidateAllTextureHandles() { currentGLTexture = NULL; totalTexturesLoaded = 0; totalUsedTextureSpace = 0; for( int i=0; i<textureHandles.length; ++i ) { CCTextureHandle *handle = textureHandles.list[i]; if( handle->texture != NULL ) { totalUsedTextureSpace -= handle->texture->getBytes(); delete handle->texture; handle->texture = NULL; } } // Load in a 1x1 white texture to use for untextured draws assignTextureIndex( "transparent.png", Resource_Packaged, false, true, true ); assignTextureIndex( "white.png", Resource_Packaged, false, true, true ); setTextureIndex( 0 ); CCSetTexCoords( NULL ); CCDefaultTexCoords(); }
void CCTextureManager::load() { // Load in a 1x1 white texture to use for untextured draws assignTextureIndex( "Resources/Textures/white.png", Resource_Packaged, false, true, true ); setTextureIndex( 0 ); }
float CCTextureManager::getTextureWidth(const char *filePath, const CCResourceType resourceType) { const uint textureHandleIndex = assignTextureIndex( filePath, resourceType, false, false, false ); const CCTextureBase *texture = getTexture( textureHandleIndex ); return texture->getImageWidth(); }