forked from 0ad/0ad
Fixed path of terrains.xml - was ".../types/grass//terrains.xml", which caused it to not be found, which caused terrain textures without their own .xml to be ignored.
Removed GetRandomTexture, since it's never used. This was SVN commit r3888.
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@ -147,7 +147,7 @@ void CTextureManager::RecurseDirectory(CTerrainPropertiesPtr parentProps, const
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// Load terrains.xml first, if it exists
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char fn[PATH_MAX];
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snprintf(fn, PATH_MAX, "%s/%s", cur_dir_path, "terrains.xml");
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snprintf(fn, PATH_MAX, "%s%s", cur_dir_path, "terrains.xml");
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if (vfs_exists(fn))
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props = GetPropertiesFromFile(parentProps, fn);
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@ -186,18 +186,6 @@ CTerrainGroup *CTextureManager::FindGroup(CStr name)
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return m_TerrainGroups[name] = new CTerrainGroup(name, ++m_LastGroupIndex);
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}
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/* There was a GetRandomTexture in MainFrm.cpp (sced) previously that gave compile errors...
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So I thought "better fix it up and put it in CTextureManager instead".. well, it is never used
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except for one *comment* in MainFrm.cpp - d'oh */
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CTextureEntry* CTextureManager::GetRandomTexture()
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{
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if (!m_TextureEntries.size())
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return NULL;
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u32 type=rand()%(u32)m_TextureEntries.size();
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return m_TextureEntries[type];
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}
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void CTerrainGroup::AddTerrain(CTextureEntry *pTerrain)
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{
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m_Terrains.push_back(pTerrain);
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@ -88,7 +88,6 @@ public:
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CTextureEntry* FindTexture(CStr tag);
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CTextureEntry* FindTexture(Handle handle);
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CTextureEntry* GetRandomTexture();
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// Create a texture object for a new terrain texture at path, using the
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// property sheet props.
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