Пример #1
0
/**
 * uninitializes the align drawing and imaging stuff
 */
void alignUninit() {
  /* load the texture if dynamic textures is on */
  if(dynamicTextures) {
    unloadTexture(curSlice-1);

    if(refTex) {
      unloadTexture(curSlice);
    }
  }

  /* turn off animation */
  animate = FALSE;
}
Пример #2
0
void OpenGLTextureManager::unloadAnimatedTexture(OpenGLAnimatedTextureInfo* aAnimatedTextureInfo)
{
	if(aAnimatedTextureInfo != NULL)
	{
		unloadTexture(aAnimatedTextureInfo->textureInfo);
	}
}
Пример #3
0
stageTexture_c::~stageTexture_c()
{
	unloadTexture();
	if ( animated )
	{
		delete animated;
	}
}
Пример #4
0
void CTextureManager::unloadAllTextures()
{
    std::map<unsigned int, GLuint>::iterator i = m_mTextureId.begin();

    for (; i != m_mTextureId.end(); i++)
        unloadTexture(i->first);

    m_mTextureId.clear();
}
Пример #5
0
void stageTexture_c::uploadTexture()
{
	unloadTexture();
	if ( animated )
	{
		animated->uploadTextures();
	}
	if ( mapName.length() == 0 || !stricmp( mapName, "$lightmap" ) )
	{
		return;
	}
	if ( this->bClamp )
	{
		singleTexture = MAT_RegisterTexture( mapName, TWM_CLAMP );
	}
	else
	{
		singleTexture = MAT_RegisterTexture( mapName, TWM_REPEAT );
	}
}
Пример #6
0
void TextureList::notUsingTexture(int textureID) {
    textures[textureID].noUsing--;
    if (textures[textureID].noUsing == 0) {
        unloadTexture(textureID);
    }
}
Пример #7
0
void stageTexture_c::fromTexturePointer( textureAPI_i* newTexturePtr )
{
	unloadTexture();
	this->singleTexture = newTexturePtr;
	this->mapName = newTexturePtr->getName();
}
Пример #8
0
cTexture::~cTexture(){
	unloadTexture();
}