public void InitTexturesAndDecals() { // Load all the decals (has to wait for OpenGL to init) tex_manager = new TextureManager(editor); tex_manager.LoadTexturesInDir(editor.m_filepath_decal_textures, false, true); // Add decals from the decal directory LoadDecalsInDir(editor.m_filepath_decals, false); //Update listbox ListboxUpdate(); }
private void Editor_Load(object sender, EventArgs e) { m_dmesh = new DMesh("default_dmesh"); tm_decal = new TextureManager(this); texture_list = new TextureList(this); uv_editor = new UVEditor(this); tunnel_builder = new TunnelBuilder(this); dmesh_browser = new DMeshBrowser(this); NewDMesh(); UndoInit(); KeyPreview = true; // Init views and view labels Size sz = gl_panel.Size; sz.Height -= 5; sz.Width -= 5; // Create GL views and labels for (int i = 0; i < (int)ViewType.NUM; i++) { gl_view[i] = new GLView((ViewType)i, this); gl_view[i].Parent = gl_panel; switch (i) { case 0: gl_view[i].Location = new Point(0, 0); break; case 1: gl_view[i].Location = new Point(sz.Width / 2, 0); break; case 2: gl_view[i].Location = new Point(0, sz.Height / 2); break; case 3: gl_view[i].Location = new Point(sz.Width / 2, sz.Height / 2); break; } gl_view[i].Size = new Size(sz.Width / 2, sz.Height / 2); gl_view[i].Show(); } for (int i = 0; i < (int)ViewType.NUM; i++) { label_viewport[i] = new Label(); label_viewport[i].Parent = gl_panel; label_viewport[i].Location = new Point(gl_view[i].Location.X + 2, gl_view[i].Location.Y + 2); label_viewport[i].AutoSize = true; label_viewport[i].Text = ((ViewType)i).ToString(); label_viewport[i].BackColor = GLView.C_bg; label_viewport[i].ForeColor = Color.White; label_viewport[i].Show(); gl_panel.Controls.Add(label_viewport[i]); label_viewport[i].BringToFront(); } // Could make this save/load? WindowState = FormWindowState.Maximized; ResetViews(); UpdateDirectories(); LoadPreferences(); UpdateOptionLabels(); RefreshGrid(); ResetViews(); InitChecklists(); ComputerInfo ci = new ComputerInfo(); ulong total_memory = (ulong)ci.TotalPhysicalMemory; bool low_mem = total_memory < 5000000000; // 5 GB if (m_low_res_force || low_mem) { m_low_res_textures = true; } tm_decal.LoadTexturesInDir(m_filepath_decal_textures, false, false); tm_decal.LoadTexturesInDir(m_filepath_level_textures, false, false); texture_list.InitImageLists(); texture_list.Hide(); uv_editor.Hide(); tunnel_builder.Hide(); }