ITextureSource(){}
virtual ~ITextureSource(){}
virtual u32 getTextureId(const std::string &name)=0;
- virtual u32 getTextureIdDirect(const std::string &name)=0;
virtual std::string getTextureName(u32 id)=0;
virtual video::ITexture* getTexture(u32 id)=0;
virtual video::ITexture* getTexture(
IWritableTextureSource(){}
virtual ~IWritableTextureSource(){}
virtual u32 getTextureId(const std::string &name)=0;
- virtual u32 getTextureIdDirect(const std::string &name)=0;
virtual std::string getTextureName(u32 id)=0;
virtual video::ITexture* getTexture(u32 id)=0;
virtual video::ITexture* getTexture(
// Animation made up by splitting the texture to vertical frames, as
// defined by extra parameters
#define MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES 0x08
+#define MATERIAL_FLAG_HIGHLIGHTED 0x10
/*
This fully defines the looks of a tile.