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geWBitmap
Description: Creates geBitmaps from the data in the BSP, that are used to render
Source file: ...\genesis3d\OpenSource\Source\World\WBitmap.h
Functions:
Create, Destroy, GetWBitmapCount, GetWBitmapByBitmap, GetWBitmapByIndex, GetBitmapByIndex, GetBitmapByName, CreateAllWBitmaps, DestroyAllWBitmaps, GetFlags, GetBitmap, GetVisFrame, SetVisFrame geWBitmap, geWBitmap_PoolConstants:
viewChanges for Genesis3D v1.6
: Pool_GetWNameByBitmap![]()
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Types:
geWBitmap;NOTE: The contents of this structure have been intentionally left out of the interface, by the designers of this module. Think of this as a handle only.
Notes from WBitmap.c:
// WBitmap is the original owner of all the bitmaps in the .BSP file. They are kind of a hack right now.
// Right now, the textures are raw data in the .BSP. This module, takes that data, and creates geBitmaps
// for each texture in the.BSP file. The faces are then referred to these geBitmaps, and NOT the texture data.
// The texture data can then be freed.
// The way it really should eventually work, is that the bitmaps will be in the .BSP upon load time!!!
typedef struct geWBitmap_Pool geWBitmap_Pool;
NOTE: The contents of this structure have been intentionally left out of the interface, by the designers of this module. Think of this as a handle only.
Notes from WBitmap.c:
geWBitmap_Pool contains a linear array of WBitmaps created when the Pool was created
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Functions:
geWBitmap_Pool* geWBitmap_Pool_Create(GBSP_BSPData* BSPData);
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int32 geWBitmap_Pool_GetWBitmapCount(geWBitmap_Pool* Pool);
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geWBitmap* geWBitmap_Pool_GetWBitmapByBitmap(geWBitmap_Pool* Pool, const geBitmap* Bitmap);
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geWBitmap* geWBitmap_Pool_GetWBitmapByIndex(geWBitmap_Pool* Pool, int32 Index);
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geBitmap* geWBitmap_Pool_GetBitmapByIndex(geWBitmap_Pool* Pool, int32 Index);
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geBitmap* geWBitmap_Pool_GetBitmapByName(geWBitmap_Pool* Pool, const char * BitmapName);
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geBoolean geWBitmap_Pool_CreateAllWBitmaps(geWBitmap_Pool* Pool, GBSP_BSPData* BSPData);
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uint32 geWBitmap_GetFlags(geWBitmap* WBitmap);
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geBitmap* geWBitmap_GetBitmap(geWBitmap* WBitmap);
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int32 geWBitmap_GetVisFrame(geWBitmap* WBitmap);
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geBoolean geWBitmap_SetVisFrame(geWBitmap* WBitmap, int32 VisFrame);
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Added for Genesis3D v1.6
Notes: comments from the code indicate that the purpose of this function is to "// change texture name."
The code itself searches through Pool, and if a geBitmap is found matching Bitmap, returns a pointer to the geBitmap's name. If no matching geBitmap found, NULL is returned.
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