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Initial commit of Command & Conquer Renegade source code.
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Code/Tools/W3DView/ViewerAssetMgr.cpp
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118
Code/Tools/W3DView/ViewerAssetMgr.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : LevelEdit *
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* *
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* $Archive:: /Commando/Code/Tools/W3DView/ViewerAssetMgr.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 6/27/01 1:39p $*
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* *
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* $Revision:: 10 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "StdAfx.h"
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#include "ViewerAssetMgr.H"
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#include "texture.h"
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#include "ww3d.h"
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#include "Utils.H"
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////////////////////////////////////////////////////////////////////////
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//
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// Load_3D_Assets
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//
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////////////////////////////////////////////////////////////////////////
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bool
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ViewerAssetMgrClass::Load_3D_Assets (FileClass &w3dfile)
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{
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//
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// Allow the base class to process
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//
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bool retval = WW3DAssetManager::Load_3D_Assets (w3dfile);
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if (retval) {
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}
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return retval;
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}
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////////////////////////////////////////////////////////////////////////
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//
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// Get_Texture
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//
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////////////////////////////////////////////////////////////////////////
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TextureClass *
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ViewerAssetMgrClass::Get_Texture (const char * tga_filename, TextureClass::MipCountType mip_level_count)
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{
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//
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// See if the texture has already been loaded.
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//
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StringClass lower_case_name(tga_filename,true);
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_strlwr(lower_case_name.Peek_Buffer());
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TextureClass* tex = TextureHash.Get(lower_case_name);
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//
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// Check to see if this texture is "missing"
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//
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if (!tex) {
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Find_Missing_Textures (m_MissingTextureList, tga_filename);
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}
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//
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// Create the texture
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//
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TextureClass * texture = WW3DAssetManager::Get_Texture(tga_filename, mip_level_count);
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return texture;
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}
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////////////////////////////////////////////////////////////////////////
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//
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// Open_Texture_File_Cache
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//
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////////////////////////////////////////////////////////////////////////
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void
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ViewerAssetMgrClass::Open_Texture_File_Cache (const char * /*prefix*/)
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{
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return ;
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}
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////////////////////////////////////////////////////////////////////////
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//
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// Close_Texture_File_Cache
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//
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////////////////////////////////////////////////////////////////////////
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void
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ViewerAssetMgrClass::Close_Texture_File_Cache (void)
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{
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return ;
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}
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