Implement loading of .meg files using the Resource manager
- I extract pixel data from the resource without using QuickDraw - Both resource-fork and data-fork .meg files work Related changes: - The custom graphics textures are now wrapped in a custom class - bmp images are loaded if a meg is not found Incidental changes: - Various TODO notes - Fix cScenario::spec_strs skipping several strings and potentially fetching out-of-bound entries - oopsError now uses string streams instead of sprintf
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@@ -64,7 +64,7 @@
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shouldUseLaunchSchemeArgsEnv = "YES"
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savedToolIdentifier = ""
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useCustomWorkingDirectory = "NO"
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buildConfiguration = "Release"
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buildConfiguration = "Debug"
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debugDocumentVersioning = "YES">
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<BuildableProductRunnable>
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<BuildableReference
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