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GameDef compiles
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49 changed files with 1168 additions and 1045 deletions
187
src/tile.cpp
187
src/tile.cpp
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@ -27,7 +27,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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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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#include "mapnode_contentfeatures.h" // For texture atlas making
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#include "nodedef.h" // For texture atlas making
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#include "gamedef.h"
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/*
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A cache from texture name to texture path
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@ -148,6 +149,142 @@ std::string getTexturePath(const std::string &filename)
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TextureSource
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*/
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class TextureSource : public IWritableTextureSource
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{
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public:
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TextureSource(IrrlichtDevice *device);
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~TextureSource();
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/*
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Example case:
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Now, assume a texture with the id 1 exists, and has the name
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"stone.png^mineral1".
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Then a random thread calls getTextureId for a texture called
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"stone.png^mineral1^crack0".
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...Now, WTF should happen? Well:
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- getTextureId strips off stuff recursively from the end until
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the remaining part is found, or nothing is left when
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something is stripped out
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But it is slow to search for textures by names and modify them
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like that?
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- ContentFeatures is made to contain ids for the basic plain
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textures
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- Crack textures can be slow by themselves, but the framework
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must be fast.
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Example case #2:
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- Assume a texture with the id 1 exists, and has the name
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"stone.png^mineral1" and is specified as a part of some atlas.
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- Now MapBlock::getNodeTile() stumbles upon a node which uses
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texture id 1, and finds out that NODEMOD_CRACK must be applied
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with progression=0
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- It finds out the name of the texture with getTextureName(1),
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appends "^crack0" to it and gets a new texture id with
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getTextureId("stone.png^mineral1^crack0")
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*/
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/*
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Gets a texture id from cache or
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- if main thread, from getTextureIdDirect
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- if other thread, adds to request queue and waits for main thread
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*/
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u32 getTextureId(const std::string &name);
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/*
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Example names:
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"stone.png"
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"stone.png^crack2"
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"stone.png^blit:mineral_coal.png"
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"stone.png^blit:mineral_coal.png^crack1"
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- If texture specified by name is found from cache, return the
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cached id.
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- Otherwise generate the texture, add to cache and return id.
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Recursion is used to find out the largest found part of the
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texture and continue based on it.
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The id 0 points to a NULL texture. It is returned in case of error.
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*/
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u32 getTextureIdDirect(const std::string &name);
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/*
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Finds out the name of a cached texture.
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*/
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std::string getTextureName(u32 id);
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/*
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If texture specified by the name pointed by the id doesn't
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exist, create it, then return the cached texture.
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Can be called from any thread. If called from some other thread
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and not found in cache, the call is queued to the main thread
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for processing.
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*/
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AtlasPointer getTexture(u32 id);
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AtlasPointer getTexture(const std::string &name)
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{
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return getTexture(getTextureId(name));
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}
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// Gets a separate texture
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video::ITexture* getTextureRaw(const std::string &name)
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{
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AtlasPointer ap = getTexture(name);
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return ap.atlas;
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}
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/*
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Update new texture pointer and texture coordinates to an
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AtlasPointer based on it's texture id
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*/
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void updateAP(AtlasPointer &ap);
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/*
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Build the main texture atlas which contains most of the
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textures.
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This is called by the constructor.
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*/
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void buildMainAtlas(class IGameDef *gamedef);
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/*
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Processes queued texture requests from other threads.
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Shall be called from the main thread.
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*/
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void processQueue();
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private:
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// The id of the thread that is allowed to use irrlicht directly
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threadid_t m_main_thread;
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// The irrlicht device
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IrrlichtDevice *m_device;
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// A texture id is index in this array.
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// The first position contains a NULL texture.
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core::array<SourceAtlasPointer> m_atlaspointer_cache;
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// Maps a texture name to an index in the former.
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core::map<std::string, u32> m_name_to_id;
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// The two former containers are behind this mutex
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JMutex m_atlaspointer_cache_mutex;
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// Main texture atlas. This is filled at startup and is then not touched.
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video::IImage *m_main_atlas_image;
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video::ITexture *m_main_atlas_texture;
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// Queued texture fetches (to be processed by the main thread)
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RequestQueue<std::string, u32, u8, u8> m_get_texture_queue;
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};
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IWritableTextureSource* createTextureSource(IrrlichtDevice *device)
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{
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return new TextureSource(device);
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}
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TextureSource::TextureSource(IrrlichtDevice *device):
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m_device(device),
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m_main_atlas_image(NULL),
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@ -162,12 +299,6 @@ TextureSource::TextureSource(IrrlichtDevice *device):
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// Add a NULL AtlasPointer as the first index, named ""
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m_atlaspointer_cache.push_back(SourceAtlasPointer(""));
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m_name_to_id[""] = 0;
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// Build main texture atlas
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if(g_settings->getBool("enable_texture_atlas"))
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buildMainAtlas();
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else
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infostream<<"Not building texture atlas."<<std::endl;
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}
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TextureSource::~TextureSource()
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@ -487,8 +618,17 @@ AtlasPointer TextureSource::getTexture(u32 id)
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return m_atlaspointer_cache[id].a;
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}
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void TextureSource::buildMainAtlas()
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void TextureSource::updateAP(AtlasPointer &ap)
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{
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AtlasPointer ap2 = getTexture(ap.id);
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ap = ap2;
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}
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void TextureSource::buildMainAtlas(class IGameDef *gamedef)
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{
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assert(gamedef->tsrc() == this);
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INodeDefManager *ndef = gamedef->ndef();
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infostream<<"TextureSource::buildMainAtlas()"<<std::endl;
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//return; // Disable (for testing)
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@ -521,15 +661,15 @@ void TextureSource::buildMainAtlas()
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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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const ContentFeatures &f = ndef->get(j);
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for(std::set<std::string>::const_iterator
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i = f.used_texturenames.begin();
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i != f.used_texturenames.end(); i++)
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{
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std::string name = i.getNode()->getKey();
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std::string name = *i;
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sourcelist[name] = true;
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if(f->often_contains_mineral){
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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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@ -658,8 +798,18 @@ void TextureSource::buildMainAtlas()
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Add texture to caches
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*/
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// Get next id
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bool reuse_old_id = false;
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u32 id = m_atlaspointer_cache.size();
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// Check old id without fetching a texture
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core::map<std::string, u32>::Node *n;
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n = m_name_to_id.find(name);
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// If it exists, we will replace the old definition
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if(n){
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id = n->getValue();
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reuse_old_id = true;
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}
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infostream<<"TextureSource::buildMainAtlas(): "
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<<"Replacing old AtlasPointer"<<std::endl;
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// Create AtlasPointer
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AtlasPointer ap(id);
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@ -672,8 +822,11 @@ void TextureSource::buildMainAtlas()
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// Create SourceAtlasPointer and add to containers
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SourceAtlasPointer nap(name, ap, atlas_img, pos_in_atlas, dim);
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m_atlaspointer_cache.push_back(nap);
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m_name_to_id.insert(name, id);
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if(reuse_old_id)
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m_atlaspointer_cache[id] = nap;
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else
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m_atlaspointer_cache.push_back(nap);
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m_name_to_id[name] = id;
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// Increment position
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pos_in_atlas.Y += dim.Height + padding * 2;
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