📄 texmunge.h
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/*******************************************************************\
Simple tool to read in an 8 bit RAW texture template file and
write out an 8 bit RAW texture ID map. The input file uses a
two by two pixel sqaure to encode the required texture at each
post. As a result, the input file is 2x in width and height as
compared to the output file.
Scott Randolph February 22, 1996 Spectrum HoloByte
\*******************************************************************/
#ifndef _TEXMUNGE_H_
#define _TEXMUNGE_H_
#include <windows.h>
typedef struct PIXELCLUSTER
{
BYTE p1, p2, p3, p4;
BYTE c1, c2, c3, c4;
BYTE p1A, p2A, p3A, p4A;
BYTE p1B, p2B, p3B, p4B;
BYTE p1C, p2C, p3C, p4C;
} PIXELCLUSTER;
typedef struct codeListEntry {
int usageCount;
char name[20];
WORD id;
WORD code;
codeListEntry *prev;
codeListEntry *next;
} codeListEntry;
typedef struct setListEntry {
int setCode;
int numTiles;
int tileCode[16];
} setListEntry;
// Erick's worker function which decide which texture to apply.
WORD DecodeCluster( PIXELCLUSTER sourceSamples,int row, int col );
// Erick's function to convert from a code to a string name
void NumberToName( WORD k, char *name );
#endif // _TEXMUNGE_H_
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