Files
Client/Engine/Zalla3D Scene Class/Z3DTexturePiece.h
LGram16 e067522598 Initial commit: ROW Client source code
Game client codebase including:
- CharacterActionControl: Character and creature management
- GlobalScript: Network, items, skills, quests, utilities
- RYLClient: Main client application with GUI and event handlers
- Engine: 3D rendering engine (RYLGL)
- MemoryManager: Custom memory allocation
- Library: Third-party dependencies (DirectX, boost, etc.)
- Tools: Development utilities

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 16:24:34 +09:00

70 lines
1.0 KiB
C

// Z3DTexturePiece.h: interface for the Z3DTexturePiece class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_Z3DTEXTUREPIECE_H__C52E1602_D5D1_11D4_AD2B_0000E8EB4C69__INCLUDED_)
#define AFX_Z3DTEXTUREPIECE_H__C52E1602_D5D1_11D4_AD2B_0000E8EB4C69__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include <d3d8.h>
#include <stdio.h>
#include "misc.h"
#include "Z3Dtexture.h"
#define Z3D_MIPMAP_COUNT 10
struct Z3DTexturePiece
{
WORD wId;
D3DFORMAT format;
short sLODCount;
short sX;
short sY;
short sWidth;
short sHeight;
BYTE* pBitmap;
Z3DTexturePiece()
{
format = D3DFMT_UNKNOWN;
sLODCount = 0;
sX = 0;
sY = 0;
sWidth = 0;
sHeight = 0;
pBitmap = NULL;
}
~Z3DTexturePiece()
{
SAFE_DELETE(pBitmap);
}
int GetId()
{
return wId;
}
bool Load( const char* szFileName );
bool Blt2Texture( IDirect3DTexture8* pTex );
};
#endif // !defined(AFX_Z3DTEXTUREPIECE_H__C52E1602_D5D1_11D4_AD2B_0000E8EB4C69__INCLUDED_)