Set the shader path in OpenCS

pull/1/head
scrawl 9 years ago
parent 44dd67ee0f
commit 703dba902b

@ -274,7 +274,7 @@ CSMDoc::Document::Document (const VFS::Manager* vfs, const Files::ConfigurationM
const Fallback::Map* fallback,
ToUTF8::FromType encoding, const CSMWorld::ResourcesManager& resourcesManager,
const std::vector<std::string>& blacklistedScripts)
: mVFS(vfs), mSavePath (savePath), mContentFiles (files), mNew (new_), mData (encoding, resourcesManager, fallback),
: mVFS(vfs), mSavePath (savePath), mContentFiles (files), mNew (new_), mData (encoding, resourcesManager, fallback, resDir),
mTools (*this, encoding),
mProjectPath ((configuration.getUserDataPath() / "projects") /
(savePath.filename().string() + ".project")),

@ -10,6 +10,8 @@
#include <components/esm/loadglob.hpp>
#include <components/esm/cellref.hpp>
#include <components/resource/scenemanager.hpp>
#include "idtable.hpp"
#include "idtree.hpp"
#include "columnimp.hpp"
@ -59,11 +61,13 @@ int CSMWorld::Data::count (RecordBase::State state, const CollectionBase& collec
return number;
}
CSMWorld::Data::Data (ToUTF8::FromType encoding, const ResourcesManager& resourcesManager, const Fallback::Map* fallback)
CSMWorld::Data::Data (ToUTF8::FromType encoding, const ResourcesManager& resourcesManager, const Fallback::Map* fallback, const boost::filesystem::path& resDir)
: mEncoder (encoding), mPathgrids (mCells), mRefs (mCells),
mResourcesManager (resourcesManager), mFallbackMap(fallback),
mReader (0), mDialogue (0), mReaderIndex(0), mResourceSystem(new Resource::ResourceSystem(resourcesManager.getVFS()))
{
mResourceSystem->getSceneManager()->setShaderPath((resDir / "shaders").string());
int index = 0;
mGlobals.addColumn (new StringIdColumn<ESM::Global>);

@ -138,7 +138,7 @@ namespace CSMWorld
public:
Data (ToUTF8::FromType encoding, const ResourcesManager& resourcesManager, const Fallback::Map* fallback);
Data (ToUTF8::FromType encoding, const ResourcesManager& resourcesManager, const Fallback::Map* fallback, const boost::filesystem::path& resDir);
virtual ~Data();

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