mirror of
				https://github.com/OpenMW/openmw.git
				synced 2025-10-31 17:56:42 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			37 lines
		
	
	
	
		
			942 B
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			37 lines
		
	
	
	
		
			942 B
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef OPENMW_ESM_LTEX_H
 | |
| #define OPENMW_ESM_LTEX_H
 | |
| 
 | |
| #include <string>
 | |
| 
 | |
| namespace ESM
 | |
| {
 | |
| 
 | |
| class ESMReader;
 | |
| class ESMWriter;
 | |
| 
 | |
| /*
 | |
|  * Texture used for texturing landscape.
 | |
|  *
 | |
|  * They are probably indexed by 'num', not 'id', but I don't know for
 | |
|  * sure. And num is not unique between files, so one option is to keep
 | |
|  * a separate list for each input file (that has LTEX records, of
 | |
|  * course.) We also need to resolve references to already existing
 | |
|  * land textures to save space.
 | |
| 
 | |
|  * I'm not sure if it is even possible to override existing land
 | |
|  * textures, probably not. I'll have to try it, and have to mimic the
 | |
|  * behaviour of morrowind. First, check what you are allowed to do in
 | |
|  * the editor. Then make an esp which changes a commonly used land
 | |
|  * texture, and see if it affects the game.
 | |
|  */
 | |
| 
 | |
| struct LandTexture
 | |
| {
 | |
|     std::string mId, mTexture;
 | |
|     int mIndex;
 | |
| 
 | |
|     void load(ESMReader &esm);
 | |
|     void save(ESMWriter &esm);
 | |
| };
 | |
| }
 | |
| #endif
 |