/* ** Command & Conquer Renegade(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program is free software: you can redistribute it and/or modify ** it under the terms of the GNU General Public License as published by ** the Free Software Foundation, either version 3 of the License, or ** (at your option) any later version. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ /*********************************************************************************************** *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S *** *********************************************************************************************** * * * Project Name : LevelEdit * * * * $Archive:: /Commando/Code/Tools/W3DView/ViewerAssetMgr.cpp $* * * * Author:: Patrick Smith * * * * $Modtime:: 6/27/01 1:39p $* * * * $Revision:: 10 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "StdAfx.h" #include "ViewerAssetMgr.H" #include "texture.h" #include "ww3d.h" #include "Utils.H" //////////////////////////////////////////////////////////////////////// // // Load_3D_Assets // //////////////////////////////////////////////////////////////////////// bool ViewerAssetMgrClass::Load_3D_Assets (FileClass &w3dfile) { // // Allow the base class to process // bool retval = WW3DAssetManager::Load_3D_Assets (w3dfile); if (retval) { } return retval; } //////////////////////////////////////////////////////////////////////// // // Get_Texture // //////////////////////////////////////////////////////////////////////// TextureClass * ViewerAssetMgrClass::Get_Texture (const char * tga_filename, TextureClass::MipCountType mip_level_count) { // // See if the texture has already been loaded. // StringClass lower_case_name(tga_filename,true); _strlwr(lower_case_name.Peek_Buffer()); TextureClass* tex = TextureHash.Get(lower_case_name); // // Check to see if this texture is "missing" // if (!tex) { Find_Missing_Textures (m_MissingTextureList, tga_filename); } // // Create the texture // TextureClass * texture = WW3DAssetManager::Get_Texture(tga_filename, mip_level_count); return texture; } //////////////////////////////////////////////////////////////////////// // // Open_Texture_File_Cache // //////////////////////////////////////////////////////////////////////// void ViewerAssetMgrClass::Open_Texture_File_Cache (const char * /*prefix*/) { return ; } //////////////////////////////////////////////////////////////////////// // // Close_Texture_File_Cache // //////////////////////////////////////////////////////////////////////// void ViewerAssetMgrClass::Close_Texture_File_Cache (void) { return ; }