public static ITexture LoadTexture( string name, string filename ) { Texture t = new Texture(); // TODO: should be more involved in tracking/unloading textures t._id = Engine.Gl.GetTex( name ); t._width = Constants.terrainPieceTextureWidth; t._height = Constants.terrainPieceTextureWidth; if ( t._id == 0 ) { t._id = Engine.TexFactory.LoadTexture( filename, name, 256, 256, CONST_TV_COLORKEY.TV_COLORKEY_BLACK, false, true ); } t._name = name; return t; }
public static ITexture CreateTexture( string name, int width, int height ) { Texture t = new Texture(); t._name = name; t._render_surface = Engine.TV3DScene.CreateAlphaRenderSurface( width, height, false ); t._width = width; t._height = height; // clear it t._render_surface.StartRender( true ); int green = Engine.Gl.RGBA( 0, 1, 0, 1 ); Engine.Screen2DImmediate.DRAW_FilledBox( 0, 0, width, height, green, green, green, green ); t._render_surface.EndRender(); t._id = t._render_surface.GetTexture(); return t; }