private void ReadTextures() { // This calculates the number of textures in the lump, and creates a new texture // object inside of the texturelump's list for each of them. // Note that these aren't actually the texture graphics themselves, they're definitions // for getting the texture from an external source. BSP.BaseStream.Seek(header.Directory[1].Offset, SeekOrigin.Begin); // A texture is 72 bytes, so we use 72 to calculate the number of textures in the lump int textureCount = header.Directory[1].Length / 72; textureLump = new TextureLump(textureCount); for (int i = 0; i < textureCount; i++) { textureLump.Textures[i] = new Texture(new string(BSP.ReadChars(64)), BSP.ReadInt32(), BSP.ReadInt32()); } }
private void ReadTextures() { // This calculates the number of textures in the lump, and creates a new texture // object inside of the texturelump's list for each of them. // Note that these aren't actually the texture graphics themselves, they're definitions // for getting the texture from an external source. BSP.BaseStream.Seek(header.Directory [1].Offset, SeekOrigin.Begin); // A texture is 72 bytes, so we use 72 to calculate the number of textures in the lump int textureCount = header.Directory [1].Length / 72; textureLump = new TextureLump(textureCount); for (int i = 0; i < textureCount; i++) { textureLump.Textures [i] = new Texture(new string(BSP.ReadChars(64)), BSP.ReadInt32(), BSP.ReadInt32()); } }