Minor Update - Gestion des Texture Update
Feat : + Utilisation de vector pour stocker les texture filename ~ Refonte du chargement des textures
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@@ -17,7 +17,7 @@ TextureClass::~TextureClass()
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{
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}
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bool TextureClass::Initialize(ID3D11Device * device, ID3D11DeviceContext * deviceContext, char* filename)
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bool TextureClass::Initialize(ID3D11Device * device, ID3D11DeviceContext * deviceContext, std::string filename)
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{
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logger.Log(("Iinitializing texture: %s", filename), __FILE__, __LINE__);
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@@ -113,7 +113,7 @@ ID3D11ShaderResourceView* TextureClass::GetTexture()
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return m_textureView;
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}
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bool TextureClass::LoadTarga(char* filename)
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bool TextureClass::LoadTarga(std::string filename)
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{
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int error, bpp, imageSize, index, i, j, k;
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FILE* filePtr;
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@@ -123,7 +123,7 @@ bool TextureClass::LoadTarga(char* filename)
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// Open the targa file for reading in binary.
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error = fopen_s(&filePtr, filename, "rb");
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error = fopen_s(&filePtr, filename.c_str(), "rb");
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if (error != 0)
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{
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logger.Log("Failed to open targa file", __FILE__, __LINE__, Logger::LogLevel::Error);
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