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Automate texture listing for texture atlas making
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@ -117,6 +117,7 @@ void content_mapnode_init()
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f->setInventoryTextureCube("stone.png", "stone.png", "stone.png");
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f->param_type = CPT_MINERAL;
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f->is_ground_content = true;
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f->often_contains_mineral = true;
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f->dug_item = std::string("MaterialItem2 ")+itos(CONTENT_COBBLE)+" 1";
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setStoneLikeDiggingProperties(f->digging_properties, 1.0);
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if(invisible_stone)
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@ -1278,6 +1278,9 @@ int main(int argc, char *argv[])
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// Initial call with g_texturesource not set.
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init_mapnode();
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// Must be called before g_texturesource is created
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// (for texture atlas making)
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init_mineral();
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/*
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Run unit tests
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@ -1475,7 +1478,6 @@ int main(int argc, char *argv[])
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*/
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init_mapnode(); // Second call with g_texturesource set
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init_mineral();
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/*
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GUI stuff
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@ -42,6 +42,8 @@ ContentFeatures::~ContentFeatures()
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#ifndef SERVER
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void ContentFeatures::setTexture(u16 i, std::string name, u8 alpha)
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{
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used_texturenames[name] = true;
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if(g_texturesource)
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{
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tiles[i].texture = g_texturesource->getTexture(name);
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@ -103,6 +103,9 @@ class NodeMetadata;
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struct ContentFeatures
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{
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#ifndef SERVER
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// List of all block textures that have been used (value is dummy)
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core::map<std::string, bool> used_texturenames;
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/*
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0: up
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1: down
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@ -151,6 +154,10 @@ struct ContentFeatures
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// If true, node is equivalent to air. Torches are, air is. Water is not.
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// Is used for example to check whether a mud block can have grass on.
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bool air_equivalent;
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// Whether this content type often contains mineral.
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// Used for texture atlas creation.
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// Currently only enabled for CONTENT_STONE.
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bool often_contains_mineral;
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// Inventory item string as which the node appears in inventory when dug.
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// Mineral overrides this.
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@ -207,6 +214,7 @@ struct ContentFeatures
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liquid_type = LIQUID_NONE;
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wall_mounted = false;
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air_equivalent = false;
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often_contains_mineral = false;
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dug_item = "";
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initial_metadata = NULL;
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liquid_alternative_flowing = CONTENT_IGNORE;
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110
src/tile.cpp
110
src/tile.cpp
@ -25,6 +25,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "settings.h"
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#include <ICameraSceneNode.h>
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#include "log.h"
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#include "mapnode.h" // For texture atlas making
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#include "mineral.h" // For texture atlas making
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/*
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A cache from texture name to texture path
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@ -507,52 +509,62 @@ void TextureSource::buildMainAtlas()
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}
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/*
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A list of stuff to include in the texture atlas.
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It is a single-dimensional texture atlas due to the need to tile
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textures.
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It should contain as much of the stuff shown in game as possible,
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to minimize texture changes.
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It fills up quickly, so do not add anything that isn't contained
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in most MapBlocks. E.g. mese isn't suitable but stone is.
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Grab list of stuff to include in the texture atlas from the
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main content features
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*/
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core::array<std::string> sourcelist;
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core::map<std::string, bool> sourcelist;
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sourcelist.push_back("stone.png");
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sourcelist.push_back("mud.png");
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sourcelist.push_back("sand.png");
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sourcelist.push_back("grass.png");
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sourcelist.push_back("grass_footsteps.png");
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sourcelist.push_back("tree.png");
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sourcelist.push_back("tree_top.png");
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sourcelist.push_back("water.png");
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sourcelist.push_back("leaves.png");
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sourcelist.push_back("glass.png");
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sourcelist.push_back("mud.png^grass_side.png");
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sourcelist.push_back("cobble.png");
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sourcelist.push_back("mossycobble.png");
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sourcelist.push_back("gravel.png");
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sourcelist.push_back("jungletree.png");
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sourcelist.push_back("stone.png^mineral_coal.png");
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sourcelist.push_back("stone.png^mineral_iron.png");
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for(u16 j=0; j<MAX_CONTENT+1; j++)
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{
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if(j == CONTENT_IGNORE || j == CONTENT_AIR)
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continue;
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ContentFeatures *f = &content_features(j);
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for(core::map<std::string, bool>::Iterator
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i = f->used_texturenames.getIterator();
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i.atEnd() == false; i++)
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{
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std::string name = i.getNode()->getKey();
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sourcelist[name] = true;
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if(f->often_contains_mineral){
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for(int k=1; k<MINERAL_COUNT; k++){
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std::string mineraltexture = mineral_block_texture(k);
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std::string fulltexture = name + "^" + mineraltexture;
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sourcelist[fulltexture] = true;
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}
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}
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}
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}
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infostream<<"Creating texture atlas out of textures: ";
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for(core::map<std::string, bool>::Iterator
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i = sourcelist.getIterator();
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i.atEnd() == false; i++)
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{
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std::string name = i.getNode()->getKey();
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infostream<<"\""<<name<<"\" ";
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}
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infostream<<std::endl;
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// Padding to disallow texture bleeding
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s32 padding = 16;
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s32 column_width = 256;
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s32 column_padding = 16;
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/*
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First pass: generate almost everything
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*/
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core::position2d<s32> pos_in_atlas(0,0);
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pos_in_atlas.Y += padding;
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pos_in_atlas.Y = padding;
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for(u32 i=0; i<sourcelist.size(); i++)
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for(core::map<std::string, bool>::Iterator
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i = sourcelist.getIterator();
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i.atEnd() == false; i++)
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{
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std::string name = sourcelist[i];
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std::string name = i.getNode()->getKey();
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/*video::IImage *img = driver->createImageFromFile(
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getTexturePath(name.c_str()).c_str());
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@ -586,20 +598,26 @@ void TextureSource::buildMainAtlas()
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continue;
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}
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// Stop making atlas if atlas is full
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// Wrap columns and stop making atlas if atlas is full
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if(pos_in_atlas.Y + dim.Height > atlas_dim.Height)
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{
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infostream<<"TextureSource::buildMainAtlas(): "
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<<"Atlas is full, not adding more textures."
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<<std::endl;
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break;
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if(pos_in_atlas.X > (s32)atlas_dim.Width - 256 - padding){
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errorstream<<"TextureSource::buildMainAtlas(): "
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<<"Atlas is full, not adding more textures."
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<<std::endl;
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break;
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}
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pos_in_atlas.Y = padding;
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pos_in_atlas.X += column_width + column_padding;
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}
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infostream<<"TextureSource::buildMainAtlas(): Adding \""<<name
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<<"\" to texture atlas"<<std::endl;
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// Tile it a few times in the X direction
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u16 xwise_tiling = 16;
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u16 xwise_tiling = column_width / dim.Width;
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if(xwise_tiling > 16) // Limit to 16 (more gives no benefit)
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xwise_tiling = 16;
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for(u32 j=0; j<xwise_tiling; j++)
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{
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// Copy the copy to the atlas
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@ -627,7 +645,7 @@ void TextureSource::buildMainAtlas()
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dst_y = -y0 + pos_in_atlas.Y-1;
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src_y = pos_in_atlas.Y;
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}
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s32 x = x0 + pos_in_atlas.X * dim.Width;
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s32 x = x0 + pos_in_atlas.X;
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video::SColor c = atlas_img->getPixel(x, src_y);
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atlas_img->setPixel(x,dst_y,c);
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}
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@ -668,9 +686,11 @@ void TextureSource::buildMainAtlas()
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/*
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Second pass: set texture pointer in generated AtlasPointers
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*/
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for(u32 i=0; i<sourcelist.size(); i++)
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for(core::map<std::string, bool>::Iterator
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i = sourcelist.getIterator();
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i.atEnd() == false; i++)
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{
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std::string name = sourcelist[i];
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std::string name = i.getNode()->getKey();
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if(m_name_to_id.find(name) == NULL)
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continue;
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u32 id = m_name_to_id[name];
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@ -681,8 +701,12 @@ void TextureSource::buildMainAtlas()
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/*
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Write image to file so that it can be inspected
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*/
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/*driver->writeImageToFile(atlas_img,
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getTexturePath("main_atlas.png").c_str());*/
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/*std::string atlaspath = porting::path_userdata
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+ DIR_DELIM + "generated_texture_atlas.png";
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infostream<<"Removing and writing texture atlas for inspection to "
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<<atlaspath<<std::endl;
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fs::RecursiveDelete(atlaspath);
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driver->writeImageToFile(atlas_img, atlaspath.c_str());*/
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}
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video::IImage* generate_image_from_scratch(std::string name,
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