这篇教程C++ IsErrorTexture函数代码示例写得很实用,希望能帮到您。
本文整理汇总了C++中IsErrorTexture函数的典型用法代码示例。如果您正苦于以下问题:C++ IsErrorTexture函数的具体用法?C++ IsErrorTexture怎么用?C++ IsErrorTexture使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。 在下文中一共展示了IsErrorTexture函数的11个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。 示例1: OnCookieStringReceivedvoid CLightingManager::OnCookieStringReceived( const char *pszString, const int &index ){ ITexture *pTexCookie = materials->FindTexture( pszString, TEXTURE_GROUP_OTHER ); if ( IsErrorTexture( pTexCookie ) ) return;}
开发者ID:jonathonracz,项目名称:swarm-deferred-src,代码行数:7,
示例2: Initbool CPlayerTextureProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues ){ #ifdef ALLPROXIESFAIL return false; #endif m_pMaterial = pMaterial; // Check for $basetexture variable m_pBaseTextureVar = pMaterial->FindVar( "$basetexture", NULL ); if ( !m_pBaseTextureVar ) return false; // Set default texture and make sure its not an error texture m_pTexture = m_pBaseTextureVar->GetTextureValue(); if ( IsErrorTexture( m_pTexture ) ) return false; Q_strncpy(m_szTextureType, pKeyValues->GetString("type"), sizeof(m_szTextureType)); if (!Q_strcmp(m_szTextureType, "shirt") || !Q_strcmp(m_szTextureType, "keepershirt")) { m_pDetailTextureVar = pMaterial->FindVar("$detail", NULL); //m_pTextureRegen = new CProceduralRegenerator(); } return true;}
开发者ID:Rahmstein,项目名称:IOS,代码行数:30,
示例3: AssertITexture *GetPlayerModelTexture( void ){ if ( !s_pPlayerModelTexture ) { s_pPlayerModelTexture.Init( materials->FindTexture( "_rt_playermodel", TEXTURE_GROUP_RENDER_TARGET ) ); Assert( !IsErrorTexture( s_pPlayerModelTexture ) ); AddReleaseFunc(); } return s_pPlayerModelTexture;}
开发者ID:Rahmstein,项目名称:IOS,代码行数:10,
示例4: AssertITexture *GetScopeTexture( void ){ if ( !s_pScopeTexture ) { s_pScopeTexture.Init( materials->FindTexture( "_rt_Scope", TEXTURE_GROUP_RENDER_TARGET ) ); Assert( !IsErrorTexture( s_pScopeTexture ) ); AddReleaseFunc(); } return s_pScopeTexture;}
开发者ID:nandrews0424,项目名称:halflife2-vr-old,代码行数:10,
示例5: AssertITexture *GetPowerOfTwoFrameBufferTexture( void ){ if ( !s_pPowerOfTwoFrameBufferTexture ) { s_pPowerOfTwoFrameBufferTexture.Init( materials->FindTexture( "_rt_PowerOfTwoFB", TEXTURE_GROUP_RENDER_TARGET ) ); Assert( !IsErrorTexture( s_pPowerOfTwoFrameBufferTexture ) ); AddReleaseFunc(); } return s_pPowerOfTwoFrameBufferTexture;}
开发者ID:TotallyMehis,项目名称:ZM-Updated,代码行数:11,
示例6: TE_PlayerDecal//-----------------------------------------------------------------------------// Purpose: // Input : filter - // delay - // pos - // player - // entity - //-----------------------------------------------------------------------------void TE_PlayerDecal( IRecipientFilter& filter, float delay, const Vector* pos, int player, int entity ){ if ( cl_playerspraydisable.GetBool() ) return; // No valid target? C_BaseEntity *ent = cl_entitylist->GetEnt( entity ); if ( !ent ) return; // Find player logo for shooter player_info_t info; engine->GetPlayerInfo( player, &info ); // Make sure we've got the material for this player's logo char texname[ 512 ]; IMaterial *logo = CreateTempMaterialForPlayerLogo( player, &info, texname, 512 ); if ( !logo ) return; ITexture *texture = materials->FindTexture( texname, TEXTURE_GROUP_DECAL ); if ( IsErrorTexture( texture ) ) { return; // not found } // Update the texture used by the material if need be. bool bFound = false; IMaterialVar *pMatVar = logo->FindVar( "$basetexture", &bFound ); if ( bFound && pMatVar ) { if ( pMatVar->GetTextureValue() != texture ) { pMatVar->SetTextureValue( texture ); logo->RefreshPreservingMaterialVars(); } } color32 rgbaColor = { 255, 255, 255, 255 }; effects->PlayerDecalShoot( logo, (void *)player, entity, ent->GetModel(), ent->GetAbsOrigin(), ent->GetAbsAngles(), *pos, 0, 0, rgbaColor );}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:60,
示例7: GetTargetVarvoid CHLSL_Solver_PP_RT::OnExecuteCode( const RunCodeContext &context ){ CHLSL_Var *pT = GetTargetVar(0); if ( IsErrorTexture( pT->GetTexture() ) ) pT->SetTexture( materials->FindTexture( m_szRTName, TEXTURE_GROUP_OTHER ) ); if ( context.IsUsingPreview() ) { context.pRenderContext->PushRenderTargetAndViewport( pT->GetTexture() ); BlitRTRect( context ); context.pRenderContext->PopRenderTargetAndViewport(); }}
开发者ID:BSVino,项目名称:source-shader-editor,代码行数:14,
示例8: GetRTManagerbool CDialog_RendertargetSettings::DoesRTExist( const char *name ){ if ( !name || !*name ) return false; ITexture *pTex = materials->FindTexture( name, TEXTURE_GROUP_OTHER, false ); RTDef *rt = GetRTManager()->FindRTByName( name, true ); if ( rt && rt->IsFlaggedForDeletion() ) return false; return rt != NULL || !IsErrorTexture( pTex );}
开发者ID:Biohazard90,项目名称:source-shader-editor,代码行数:14,
示例9: Initbool CPlayerLogoProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues ){ bool found = false; m_pBaseTextureVar = pMaterial->FindVar( "$basetexture", &found ); if ( !found ) return false; m_pDefaultTexture = materials->FindTexture( DEFAULT_DECAL_NAME, TEXTURE_GROUP_DECAL ); if ( IsErrorTexture( m_pDefaultTexture ) ) return false; m_pDefaultTexture->IncrementReferenceCount(); return true;}
开发者ID:Entropy-Soldier,项目名称:ges-legacy-code,代码行数:15,
示例10: sprintfITexture *GetFullFrameFrameBufferTexture( int textureIndex ){ if ( !s_pFullFrameFrameBufferTexture[textureIndex] ) { char name[256]; if( textureIndex != 0 ) { sprintf( name, "_rt_FullFrameFB%d", textureIndex ); } else { Q_strcpy( name, "_rt_FullFrameFB" ); } s_pFullFrameFrameBufferTexture[textureIndex].Init( materials->FindTexture( name, TEXTURE_GROUP_RENDER_TARGET ) ); Assert( !IsErrorTexture( s_pFullFrameFrameBufferTexture[textureIndex] ) ); AddReleaseFunc(); } return s_pFullFrameFrameBufferTexture[textureIndex];}
开发者ID:nandrews0424,项目名称:halflife2-vr-old,代码行数:20,
示例11: TE_PlayerDecal//-----------------------------------------------------------------------------// Purpose: // Input : filter - // delay - // pos - // player - // entity - //-----------------------------------------------------------------------------void TE_PlayerDecal( IRecipientFilter& filter, float delay, const Vector* pos, int player, int entity ){ if ( cl_playerspraydisable.GetBool() ) return; // No valid target? C_BaseEntity *ent = cl_entitylist->GetEnt( entity ); if ( !ent ) return; // Find player logo for shooter player_info_t info; engine->GetPlayerInfo( player, &info ); // Doesn't have a logo if ( !info.customFiles[0] ) return; IMaterial *logo = materials->FindMaterial( VarArgs("decals/playerlogo%2.2d", player), TEXTURE_GROUP_DECAL ); if ( IsErrorMaterial( logo ) ) return; char logohex[ 16 ]; Q_binarytohex( (byte *)&info.customFiles[0], sizeof( info.customFiles[0] ), logohex, sizeof( logohex ) ); // See if logo has been downloaded. char texname[ 512 ]; Q_snprintf( texname, sizeof( texname ), "temp/%s", logohex ); char fulltexname[ 512 ]; Q_snprintf( fulltexname, sizeof( fulltexname ), "materials/temp/%s.vtf", logohex ); if ( !filesystem->FileExists( fulltexname ) ) { char custname[ 512 ]; Q_snprintf( custname, sizeof( custname ), "downloads/%s.dat", logohex ); // it may have been downloaded but not copied under materials folder if ( !filesystem->FileExists( custname ) ) return; // not downloaded yet // copy from download folder to materials/temp folder // this is done since material system can access only materials/*.vtf files if ( !engine->CopyFile( custname, fulltexname) ) return; } ITexture *texture = materials->FindTexture( texname, TEXTURE_GROUP_DECAL ); if ( IsErrorTexture( texture ) ) { return; // not found } // Update the texture used by the material if need be. bool bFound = false; IMaterialVar *pMatVar = logo->FindVar( "$basetexture", &bFound ); if ( bFound && pMatVar ) { if ( pMatVar->GetTextureValue() != texture ) { pMatVar->SetTextureValue( texture ); logo->RefreshPreservingMaterialVars(); } } color32 rgbaColor = { 255, 255, 255, 255 }; effects->PlayerDecalShoot( logo, (void *)player, entity, ent->GetModel(), ent->GetAbsOrigin(), ent->GetAbsAngles(), *pos, 0, 0, rgbaColor );}
开发者ID:0xFEEDC0DE64,项目名称:UltraGame,代码行数:86,
注:本文中的IsErrorTexture函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 C++ IsEventLogging函数代码示例 C++ IsErrorRspInfo函数代码示例 |