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ZoneCommon: Add Texture pointer from OAT to GfxTexture union of T6 to be able to save loaded texture data in GfxImage
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@ -40,6 +40,9 @@ typedef void ID3D11VertexShader;
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typedef void ID3D11InputLayout;
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typedef void ID3D11InputLayout;
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typedef void ID3D11Buffer;
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typedef void ID3D11Buffer;
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// OAT Types
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typedef void Texture;
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// Unimportant cpp keywords
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// Unimportant cpp keywords
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#define __unaligned
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#define __unaligned
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#define volatile
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#define volatile
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@ -376,6 +376,7 @@ use GfxTexture;
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set reusable loadDef;
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set reusable loadDef;
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set block loadDef XFILE_BLOCK_TEMP;
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set block loadDef XFILE_BLOCK_TEMP;
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set condition basemap never;
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set condition basemap never;
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set condition texture never;
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// GfxImageLoadDef
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// GfxImageLoadDef
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use GfxImageLoadDef;
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use GfxImageLoadDef;
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@ -1,6 +1,7 @@
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#pragma once
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#pragma once
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#include <d3d11.h>
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#include <d3d11.h>
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#include "Image/Texture.h"
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#include "T6_Assets.h"
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#include "T6_Assets.h"
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@ -18,7 +19,6 @@ namespace T6
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XAssetHeader header;
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XAssetHeader header;
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};
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};
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struct XAssetList
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struct XAssetList
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{
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{
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ScriptStringList stringList;
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ScriptStringList stringList;
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@ -696,6 +696,7 @@ namespace T6
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union GfxTexture
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union GfxTexture
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{
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{
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ID3D11ShaderResourceView* basemap;
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ID3D11ShaderResourceView* basemap;
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Texture* texture;
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GfxImageLoadDef* loadDef;
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GfxImageLoadDef* loadDef;
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};
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};
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