Minor Update - Texture Are Saved - V10.1.0
This commit is contained in:
@@ -1,2 +1 @@
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0 isosphere 0 10 0 0 -0 0 1 1 1 Content/Assets/Kobject/isosphere.obj SPECULAR_MAPPING 1 Unknown 1 0
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3 assets/Texture/Bricks2K.png assets/Texture/BricksNRM2K.png assets/Texture/BricksGLOSS2K.png
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0 isosphere 0 10 0 0 -0 0 1 1 1 Content/Assets/Kobject/isosphere.obj ALPHA_MAPPING 1 Unknown 1 0 2 F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Texture\stone01.png F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Texture\moss01.png 1 F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Texture\normal01.png 1 F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Texture\spec02.png 1 F:\Github_Repo\khaotic-engine-Reborn\enginecustom\assets\Texture\light01.png
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@@ -32,11 +32,21 @@ enum class TextureType
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struct TextureContainer
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{
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// Textures
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std::vector<ID3D11ShaderResourceView*> diffuse;
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std::vector<ID3D11ShaderResourceView*> normal;
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std::vector<ID3D11ShaderResourceView*> specular;
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std::vector<ID3D11ShaderResourceView*> alpha;
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// Textures Paths
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std::vector<std::wstring> diffusePaths;
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std::vector<std::wstring> normalPaths;
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std::vector<std::wstring> specularPaths;
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std::vector<std::wstring> alphaPaths;
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// Get the vector of textures based on the type
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std::vector<ID3D11ShaderResourceView*>& Get(TextureType type) const {
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switch (type) {
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case TextureType::Diffuse: return const_cast<std::vector<ID3D11ShaderResourceView*>&>(diffuse);
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@@ -47,6 +57,20 @@ struct TextureContainer
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}
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}
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// Get the vector of textures paths based on the type
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std::vector<std::wstring> GetPaths(TextureType type) const {
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switch (type)
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{
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case TextureType::Diffuse: return std::vector<std::wstring>(diffusePaths);
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case TextureType::Normal: return std::vector<std::wstring>(normalPaths);
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case TextureType::Specular: return std::vector<std::wstring>(specularPaths);
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case TextureType::Alpha: return std::vector<std::wstring>(alphaPaths);
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default: return std::vector<std::wstring>(diffusePaths);
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}
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}
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// Get The texture based on the type and index
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ID3D11ShaderResourceView* GetTexture(TextureType type, int index) const {
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auto& vec = Get(type);
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if (index >= 0 && index < vec.size())
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@@ -54,31 +78,53 @@ struct TextureContainer
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return nullptr;
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}
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// Get The texture path based on the type and index
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std::wstring GetTexturePath(TextureType type, int index) const
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{
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std::vector<std::wstring> path = GetPaths(type);
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if (index >= 0 && index < path.size())
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return path[index];
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return L"";
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}
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// Release all textures and textures paths
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void ReleaseAll() {
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ReleaseVector(diffuse);
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ReleaseVector(normal);
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ReleaseVector(specular);
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ReleaseVector(alpha);
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ReleaseVector(diffusePaths);
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ReleaseVector(normalPaths);
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ReleaseVector(specularPaths);
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ReleaseVector(alphaPaths);
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}
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void AssignTexture(TextureContainer& textContainer, ID3D11ShaderResourceView* texture , int index)
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// Assign a texture and its path to the appropriate vector based on the index
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void AssignTexture(TextureContainer& textContainer, ID3D11ShaderResourceView* texture , const std::wstring paths, int index)
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{
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switch (index)
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{
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case 0:
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textContainer.diffuse.push_back(texture);
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textContainer.diffusePaths.push_back(paths);
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break;
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case 1:
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textContainer.normal.push_back(texture);
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textContainer.normalPaths.push_back(paths);
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break;
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case 2:
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textContainer.specular.push_back(texture);
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textContainer.specularPaths.push_back(paths);
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break;
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case 3:
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textContainer.alpha.push_back(texture);
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textContainer.alphaPaths.push_back(paths);
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break;
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default:
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textContainer.diffuse.push_back(texture);
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textContainer.diffusePaths.push_back(paths);
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break;
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}
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}
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@@ -93,6 +139,10 @@ private:
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}
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vec.clear();
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}
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void ReleaseVector(std::vector<std::wstring>& vec) {
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vec.clear();
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}
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};
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////////////////////////////////////////////////////////////////////////////////
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// Class name: ModelClass
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@@ -172,6 +222,9 @@ public:
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// M<>thodes pour ajouter une nouvelle texture
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bool AddTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext,std::wstring filename, TextureType type);
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bool AddTexture(ID3D11ShaderResourceView* texture, TextureType type);
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void SetTextureContainer (TextureContainer& texturesContainer) { m_Textures = texturesContainer; }
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TextureContainer GetTextureContainer() const { return m_Textures; }
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private:
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bool InitializeBuffers(ID3D11Device*);
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@@ -98,7 +98,7 @@ public:
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std::string ObjectTypeToString(ObjectType objectType);
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void LaunchObject();
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void LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, TextureContainer& texturesContainer,D3DClass* m_Direct3D);
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void LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, TextureContainer& texturesContainer, D3DClass* m_Direct3D);
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void SetAlpha(float alpha) { m_alpha = alpha; }
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float GetAlpha() const { return m_alpha; }
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void SetInitialStretch(float initialStretch) { m_initialStretch = initialStretch; }
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@@ -134,6 +134,7 @@ private:
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float m_boundingRadius;
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std::wstring m_modelPath;
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TextureContainer m_texturesContainer;
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float m_alpha = 0.0f;
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float m_initialStretch = 0.0f;
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float m_springConstant = 10.0f;
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@@ -48,7 +48,6 @@ Object* Skybox::ConstructSkybox()
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}
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SkyboxTextures.diffuse.push_back(texture);
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}
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// Create the model object
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@@ -1975,7 +1975,8 @@ void ApplicationClass::SaveScene() {
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XMStoreFloat3(&position, object->GetPosition());
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XMStoreFloat3(&scale, object->GetScale());
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XMStoreFloat3(&rotation, object->GetRotation());
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// <20>crire les donn<6E>es de base de l'objet
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outFile << object->GetId() << " "
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<< object->GetName() << " "
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<< position.x << " " << position.y << " " << position.z << " "
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@@ -1986,68 +1987,187 @@ void ApplicationClass::SaveScene() {
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<< object->GetBoundingRadius() << " "
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<< object->ObjectTypeToString(object->GetType()) << " "
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<< object->GetMass() << " "
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<< object->IsPhysicsEnabled() << std::endl;
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<< object->IsPhysicsEnabled();
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// Sauvegarder les chemins des textures
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// Format: nombre de textures diffuses, puis les chemins
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// M<>me chose pour les autres types de textures
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// Textures diffuses
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const auto& diffusePaths = object->GetTextureContainer().GetPaths(TextureType::Diffuse);
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outFile << " " << diffusePaths.size();
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for (const auto& path : diffusePaths) {
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outFile << " " << ConvertWStringToString(path);
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}
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// Textures normales
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const auto& normalPaths = object->GetTextureContainer().GetPaths(TextureType::Normal);
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outFile << " " << normalPaths.size();
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for (const auto& path : normalPaths) {
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outFile << " " << ConvertWStringToString(path);
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}
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// Textures sp<73>culaires
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const auto& specularPaths = object->GetTextureContainer().GetPaths(TextureType::Specular);
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outFile << " " << specularPaths.size();
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for (const auto& path : specularPaths) {
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outFile << " " << ConvertWStringToString(path);
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}
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// Textures alpha
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const auto& alphaPaths = object->GetTextureContainer().GetPaths(TextureType::Alpha);
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outFile << " " << alphaPaths.size();
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for (const auto& path : alphaPaths) {
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outFile << " " << ConvertWStringToString(path);
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}
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outFile << std::endl;
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}
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outFile.close();
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Logger::Get().Log("Scene saved successfully", __FILE__, __LINE__, Logger::LogLevel::Info);
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Logger::Get().Log("Scene saved successfully to " + m_scenePath, __FILE__, __LINE__, Logger::LogLevel::Info);
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}
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void ApplicationClass::LoadScene() {
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std::wstring scenePath = GetScenePath();
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if (!scenePath.empty())
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{
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SetScenePath(ConvertWStringToString(scenePath));
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}
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if (m_scenePath.empty()) {
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Logger::Get().Log("Scene path is empty. Cannot load scene.", __FILE__, __LINE__, Logger::LogLevel::Error);
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return;
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}
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std::ifstream inFile(m_scenePath);
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if (m_scenePath.empty()) {
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Logger::Get().Log("Scene path is empty. Cannot load scene.", __FILE__, __LINE__, Logger::LogLevel::Error);
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return;
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}
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std::ifstream inFile(scenePath);
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if (!inFile.is_open()) {
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Logger::Get().Log("Failed to open file for loading scene", __FILE__, __LINE__, Logger::LogLevel::Error);
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return;
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Logger::Get().Log("Failed to open file for loading scene: ", __FILE__, __LINE__, Logger::LogLevel::Error);
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}
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// Nettoyer les objets existants
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for (auto& obj : m_object) {
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if (obj) {
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obj->Shutdown();
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delete obj;
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}
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}
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m_object.clear();
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int id;
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std::string name;
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float posX, posY, posZ;
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float rotX, rotY, rotZ;
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float scaleX, scaleY, scaleZ;
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std::string modelPath;
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std::string shaderTypeStr;
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float boundingRadius;
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std::string objectTypeStr;
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float mass;
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bool physicsEnabled;
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while (inFile >> id >> name >> posX >> posY >> posZ >> rotX >> rotY >> rotZ >> scaleX >> scaleY >> scaleZ >> modelPath >> shaderTypeStr >> boundingRadius >> objectTypeStr >> mass >> physicsEnabled) {
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int size_needed = MultiByteToWideChar(CP_UTF8, 0, modelPath.c_str(), (int)modelPath.size(), NULL, 0);
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std::wstring wModelPath(size_needed, 0);
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MultiByteToWideChar(CP_UTF8, 0, modelPath.c_str(), (int)modelPath.size(), &wModelPath[0], size_needed);
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AddKobject(wModelPath);
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Object* newObject = m_object.back();
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newObject->SetId(id);
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m_ObjectId = 0;
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std::string line;
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while (std::getline(inFile, line)) {
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std::istringstream iss(line);
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int id;
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std::string name;
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float posX, posY, posZ, rotX, rotY, rotZ, scaleX, scaleY, scaleZ;
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std::string modelPath, shaderTypeStr, objectTypeStr;
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float boundingRadius, mass;
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bool physicsEnabled;
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// Lire les donn<6E>es de base
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iss >> id >> name >> posX >> posY >> posZ >> rotX >> rotY >> rotZ
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>> scaleX >> scaleY >> scaleZ >> modelPath >> shaderTypeStr
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>> boundingRadius >> objectTypeStr >> mass >> physicsEnabled;
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// Convertir les chemins de mod<6F>le en wstring pour Windows
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std::wstring wModelPath(modelPath.begin(), modelPath.end());
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// Cr<43>er un nouvel objet
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Object* newObject = new Object();
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// Lire les chemins de textures
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TextureContainer textures;
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// Textures diffuses
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int diffuseCount;
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iss >> diffuseCount;
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std::vector<std::wstring> diffusePaths;
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for (int i = 0; i < diffuseCount; i++) {
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std::string path;
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iss >> path;
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diffusePaths.push_back(std::wstring(path.begin(), path.end()));
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}
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// Textures normales
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int normalCount;
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iss >> normalCount;
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std::vector<std::wstring> normalPaths;
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for (int i = 0; i < normalCount; i++) {
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std::string path;
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iss >> path;
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normalPaths.push_back(std::wstring(path.begin(), path.end()));
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}
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// Textures sp<73>culaires
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int specularCount;
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iss >> specularCount;
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std::vector<std::wstring> specularPaths;
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for (int i = 0; i < specularCount; i++) {
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std::string path;
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iss >> path;
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specularPaths.push_back(std::wstring(path.begin(), path.end()));
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}
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// Textures alpha
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int alphaCount;
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iss >> alphaCount;
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std::vector<std::wstring> alphaPaths;
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for (int i = 0; i < alphaCount; i++) {
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std::string path;
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iss >> path;
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alphaPaths.push_back(std::wstring(path.begin(), path.end()));
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}
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// Combiner tous les chemins de textures
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std::vector<std::wstring> allTextures;
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allTextures.insert(allTextures.end(), diffusePaths.begin(), diffusePaths.end());
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allTextures.insert(allTextures.end(), normalPaths.begin(), normalPaths.end());
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allTextures.insert(allTextures.end(), specularPaths.begin(), specularPaths.end());
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allTextures.insert(allTextures.end(), alphaPaths.begin(), alphaPaths.end());
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// Charger les textures
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newObject->LoadTexturesFromPath(allTextures, textures, m_Direct3D);
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// Convertir le chemin du mod<6F>le en char* pour l'initialisation
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char modelFilename[128];
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wcstombs_s(nullptr, modelFilename, sizeof(modelFilename), wModelPath.c_str(), _TRUNCATE);
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// Initialiser l'objet avec le mod<6F>le et les textures
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if (!newObject->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), modelFilename, textures)) {
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Logger::Get().Log("Failed to initialize object from scene file", __FILE__, __LINE__, Logger::LogLevel::Error);
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delete newObject;
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continue;
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}
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// D<>finir les propri<72>t<EFBFBD>s de l'objet
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newObject->SetPosition(XMVectorSet(posX, posY, posZ, 1.0f));
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newObject->SetRotation(XMVectorSet(rotX, rotY, rotZ, 1.0f));
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newObject->SetScale(XMVectorSet(scaleX, scaleY, scaleZ, 1.0f));
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newObject->SetName(name);
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newObject->SetPosition(XMVectorSet(posX, posY, posZ, 0.0f));
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newObject->SetRotation(XMVectorSet(rotX, rotY, rotZ, 0.0f));
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newObject->SetScale(XMVectorSet(scaleX, scaleY, scaleZ, 0.0f));
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newObject->SetId(id);
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newObject->SetModelPath(wModelPath);
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newObject->SetActiveShader(newObject->StringToShaderType(shaderTypeStr));
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newObject->SetBoundingRadius(boundingRadius);
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newObject->SetType(newObject->StringToObjectType(objectTypeStr));
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newObject->SetMass(mass);
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newObject->SetPhysicsEnabled(physicsEnabled);
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// Mettre <20> jour les matrices de l'objet
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newObject->Update();
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// Ajouter l'objet <20> la liste
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m_object.push_back(newObject);
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// Mettre <20> jour l'ID global
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if (id >= m_ObjectId) {
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m_ObjectId = id + 1;
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}
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}
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inFile.close();
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Logger::Get().Log("Scene loaded successfully", __FILE__, __LINE__, Logger::LogLevel::Info);
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Logger::Get().Log("Scene loaded successfully from ", __FILE__, __LINE__, Logger::LogLevel::Info);
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}
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std::wstring ApplicationClass::GetScenePath()
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@@ -42,11 +42,13 @@ bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceCon
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return false;
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}
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// Copie de toutes les textures de la structure
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for (auto& tex : textures.diffuse) m_Textures.diffuse.push_back(tex);
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for (auto& tex : textures.normal) m_Textures.normal.push_back(tex);
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for (auto& tex : textures.specular) m_Textures.specular.push_back(tex);
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for (auto& tex : textures.alpha) m_Textures.alpha.push_back(tex);
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m_Textures = textures; // Copie de la structure de textures
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// // Copie de toutes les textures de la structure
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// for (auto& tex : textures.diffuse) m_Textures.diffuse.push_back(tex);
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// for (auto& tex : textures.normal) m_Textures.normal.push_back(tex);
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// for (auto& tex : textures.specular) m_Textures.specular.push_back(tex);
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// for (auto& tex : textures.alpha) m_Textures.alpha.push_back(tex);
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return true;
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}
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@@ -608,6 +610,34 @@ bool ModelClass::ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* device
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// Assigner la nouvelle texture
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textureVector[index] = newTexture;
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// Mettre <20> jour le chemin dans le conteneur appropri<72> selon le type
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switch (type) {
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case TextureType::Diffuse:
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if (index >= m_Textures.diffusePaths.size()) {
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m_Textures.diffusePaths.resize(index + 1, L"");
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}
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m_Textures.diffusePaths[index] = filename;
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break;
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case TextureType::Normal:
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if (index >= m_Textures.normalPaths.size()) {
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m_Textures.normalPaths.resize(index + 1, L"");
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}
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m_Textures.normalPaths[index] = filename;
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break;
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case TextureType::Specular:
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if (index >= m_Textures.specularPaths.size()) {
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m_Textures.specularPaths.resize(index + 1, L"");
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}
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m_Textures.specularPaths[index] = filename;
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break;
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case TextureType::Alpha:
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if (index >= m_Textures.alphaPaths.size()) {
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m_Textures.alphaPaths.resize(index + 1, L"");
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}
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m_Textures.alphaPaths[index] = filename;
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break;
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}
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Logger::Get().Log("Texture changed successfully", __FILE__, __LINE__, Logger::LogLevel::Initialize);
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return true;
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}
|
||||
@@ -625,8 +655,25 @@ bool ModelClass::AddTexture(ID3D11Device* device, ID3D11DeviceContext* deviceCon
|
||||
return false;
|
||||
}
|
||||
|
||||
// Ajouter la texture au vecteur correspondant
|
||||
m_Textures.Get(type).push_back(newTexture);
|
||||
// Ajouter la texture au vecteur appropri<EFBFBD> selon le type
|
||||
auto& textureVector = m_Textures.Get(type);
|
||||
textureVector.push_back(newTexture);
|
||||
|
||||
// Ajouter le chemin de la texture au vecteur appropri<72> selon le type
|
||||
switch (type) {
|
||||
case TextureType::Diffuse:
|
||||
m_Textures.diffusePaths.push_back(filename);
|
||||
break;
|
||||
case TextureType::Normal:
|
||||
m_Textures.normalPaths.push_back(filename);
|
||||
break;
|
||||
case TextureType::Specular:
|
||||
m_Textures.specularPaths.push_back(filename);
|
||||
break;
|
||||
case TextureType::Alpha:
|
||||
m_Textures.alphaPaths.push_back(filename);
|
||||
break;
|
||||
}
|
||||
|
||||
Logger::Get().Log("Texture added successfully", __FILE__, __LINE__, Logger::LogLevel::Initialize);
|
||||
return true;
|
||||
@@ -638,7 +685,24 @@ bool ModelClass::AddTexture(ID3D11ShaderResourceView* texture, TextureType type)
|
||||
return false;
|
||||
}
|
||||
|
||||
// Ajouter la texture au vecteur correspondant
|
||||
m_Textures.Get(type).push_back(texture);
|
||||
// Ajouter la texture au vecteur appropri<EFBFBD>
|
||||
auto& textureVector = m_Textures.Get(type);
|
||||
textureVector.push_back(texture);
|
||||
|
||||
// Ajouter un chemin vide ou g<>n<EFBFBD>rique pour maintenir la synchronisation
|
||||
switch (type) {
|
||||
case TextureType::Diffuse:
|
||||
m_Textures.diffusePaths.push_back(L"[texture pr<70>charg<72>e]");
|
||||
break;
|
||||
case TextureType::Normal:
|
||||
m_Textures.normalPaths.push_back(L"[texture pr<70>charg<72>e]");
|
||||
break;
|
||||
case TextureType::Specular:
|
||||
m_Textures.specularPaths.push_back(L"[texture pr<70>charg<72>e]");
|
||||
break;
|
||||
case TextureType::Alpha:
|
||||
m_Textures.alphaPaths.push_back(L"[texture pr<70>charg<72>e]");
|
||||
break;
|
||||
}
|
||||
return true;
|
||||
}
|
@@ -382,7 +382,7 @@ void Object::LoadTexturesFromPath(std::vector<std::wstring>& texturePaths, Textu
|
||||
__FILE__, __LINE__, Logger::LogLevel::Error);
|
||||
return ; // Assurez-vous de retourner false ou de g<>rer l'erreur de mani<6E>re appropri<72>e
|
||||
}
|
||||
texturesContainer.AssignTexture(texturesContainer, texture, i);
|
||||
texturesContainer.AssignTexture(texturesContainer, texture,texturePath , i);
|
||||
i++;
|
||||
|
||||
}
|
||||
|
Reference in New Issue
Block a user