public void RegisterTextures(params string[] texNames) { for (int i = 0; i < texNames.Length; i++) { CachedTexture texture = new CachedTexture(); texture.Name = texNames[i]; Textures.Add(texture); } }
void TextureChanged(object sender, TextureEventArgs e) { for (int i = 0; i < Textures.Count; i++) { CachedTexture tex = Textures[i]; if (tex.Name != e.Name) { continue; } game.UpdateTexture(ref tex.TexID, e.Name, e.Data, e.Name == "char.png"); Textures[i] = tex; break; } }
public void Dispose() { for (int i = 0; i < Textures.Count; i++) { CachedTexture tex = Textures[i]; gfx.DeleteTexture(ref tex.TexID); Textures[i] = tex; } ContextLost(); game.Events.TextureChanged -= TextureChanged; game.Graphics.ContextLost -= ContextLost; game.Graphics.ContextRecreated -= ContextRecreated; }
void TextureChanged(string name, byte[] data) { for (int i = 0; i < Textures.Count; i++) { CachedTexture tex = Textures[i]; if (!Utils.CaselessEq(tex.Name, name)) { continue; } game.UpdateTexture(ref tex.TexID, name, data, ref tex.SkinType); Textures[i] = tex; break; } }
void TextureChanged(object sender, TextureEventArgs e) { for (int i = 0; i < Textures.Count; i++) { CachedTexture tex = Textures[i]; if (!Utils.CaselessEq(tex.Name, e.Name)) { continue; } game.UpdateTexture(ref tex.TexID, e.Name, e.Data, ref tex.SkinType); Textures[i] = tex; break; } }
public void Dispose() { game.Events.TextureChanged -= TextureChanged; for (int i = 0; i < Models.Count; i++) { Models[i].Instance.Dispose(); } for (int i = 0; i < Textures.Count; i++) { CachedTexture tex = Textures[i]; api.DeleteTexture(ref tex.TexID); Textures[i] = tex; } api.DeleteDynamicVb(ref vb); }