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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@@ -96,7 +96,7 @@ fs::path progDir;
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// ave_tr_type ave_t;
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//template_town_type town_template;
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sf::Texture* spec_scen_g = NULL;
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cCustomGraphics spec_scen_g;
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std::ofstream flog("bladeslog.txt");
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void init_directories()
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