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@ -41,7 +41,7 @@ extern "C" void cpp_cleanup()
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}
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}
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extern "C" int cpp_configure()
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extern "C" int32_t cpp_configure()
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{
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mRoot = new Root();
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@ -345,13 +345,13 @@ String LASTNAME;
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// Load the contents of a mesh
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extern "C" void cpp_createMesh(
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char* name, // Name of the mesh
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int numVerts, // Number of vertices
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int32_t numVerts, // Number of vertices
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float* vertices, // Vertex list
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float* normals, // Normal list
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float* colors, // Vertex colors
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float* uvs, // Texture coordinates
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int numFaces, // Number of faces*3
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unsigned short* faces, // Faces
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int32_t numFaces, // Number of faces*3
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uint16_t* faces, // Faces
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float radius, // Bounding sphere
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char* material, // Material
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// Bounding box
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@ -560,7 +560,7 @@ extern "C" SceneNode* cpp_createNode(
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char *name,
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float *trafo,
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SceneNode *parent,
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int noRot)
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int32_t noRot)
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{
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//std::cout << "cpp_createNode(" << name << ")";
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SceneNode *node = parent->createChildSceneNode(name);
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@ -650,7 +650,7 @@ extern "C" void cpp_loadMemImage(
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char* name, // Name to give the resource
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char* type, // Image type (eg. "dds")
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void* data, // Pointer to file data
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unsigned int size, // Size
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uint32_t size,// Size
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Texture* txt)// Texture
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{
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@ -704,7 +704,7 @@ extern "C" void* cpp_setupSkeleton(char* name)
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}
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// Use this later when loading textures directly from NIF files
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extern "C" void cpp_createTexture(char* name, uint width, uint height)
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extern "C" void cpp_createTexture(char* name, uint32_t width, uint32_t height)
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{
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TexturePtr texture = TextureManager::getSingleton().createManual(
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name, // name
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@ -748,7 +748,7 @@ extern "C" void cpp_createTexture(char* name, uint width, uint height)
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material->getTechnique(0)->getPass(0)->setSceneBlending(SBT_TRANSPARENT_ALPHA);
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}
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extern "C" void *cpp_insertBone(char* name, void* rootBone, int index)
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extern "C" void *cpp_insertBone(char* name, void* rootBone, int32_t index)
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{
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return (void*) ( ((Bone*)rootBone)->createChild(index) );
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}
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