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自学教程:C++ IsErrorTexture函数代码示例

51自学网 2021-06-01 21:41:08
  C++
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: OnCookieStringReceived

void 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: Init

bool 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: Assert

ITexture *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: Assert

ITexture *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: Assert

ITexture *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: GetTargetVar

void 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: GetRTManager

bool 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: Init

bool 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: sprintf

ITexture *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。


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