ajout texture
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@@ -378,6 +378,15 @@ void Engine::LoadResource() {
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m_blockinfo[BTYPE_METAL] = new BlockInfo(BTYPE_METAL, "Metal", u, v, s, 1);
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m_textureAtlas.TextureIndexToCoord(texIceIndex, u, v, s, s);
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m_blockinfo[BTYPE_ICE] = new BlockInfo(BTYPE_ICE, "Ice", u, v, s, 1);
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m_textureAtlas.TextureIndexToCoord(texBoostHeal, u, v, s, s);
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m_boostinfo[BTYPE_HEAL] = new BoostInfo(BTYPE_HEAL, "Heal", u, v, s, 1);
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m_textureAtlas.TextureIndexToCoord(texBoostDmg, u, v, s, s);
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m_boostinfo[BTYPE_DAMAGE] = new BoostInfo(BTYPE_DAMAGE, "Dmg", u, v, s, 1);
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m_textureAtlas.TextureIndexToCoord(texBoostSpd, u, v, s, s);
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m_boostinfo[BTYPE_SPEED] = new BoostInfo(BTYPE_SPEED, "Spd", u, v, s, 1);
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m_textureAtlas.TextureIndexToCoord(texIceIndex, u, v, s, s);
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m_boostinfo[BTYPE_INVINCIBLE] = new BoostInfo(BTYPE_INVINCIBLE, "Inv", u, v, s, 1);
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std::cout << " Loading and compiling shaders ..." << std::endl;
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if (!m_shader01.Load(SHADER_PATH "shader01.vert", SHADER_PATH "shader01.frag", true)) {
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