Use standard buffer types for in-memory textures

This commit is contained in:
notmatthewbeshay
2026-03-10 19:53:51 +11:00
parent c4947ce99a
commit 37aa3463be
8 changed files with 34 additions and 30 deletions

View File

@@ -2241,8 +2241,8 @@ void ClientConnection::handleTexture(std::shared_ptr<TexturePacket> packet)
#ifndef _CONTENT_PACKAGE
wprintf(L"Client received request for custom texture %ls\n",packet->textureName.c_str());
#endif
PBYTE pbData=NULL;
DWORD dwBytes=0;
std::uint8_t *pbData=NULL;
unsigned int dwBytes=0;
app.GetMemFileDetails(packet->textureName,&pbData,&dwBytes);
if(dwBytes!=0)
@@ -2273,8 +2273,8 @@ void ClientConnection::handleTextureAndGeometry(std::shared_ptr<TextureAndGeomet
#ifndef _CONTENT_PACKAGE
wprintf(L"Client received request for custom texture and geometry %ls\n",packet->textureName.c_str());
#endif
PBYTE pbData=NULL;
DWORD dwBytes=0;
std::uint8_t *pbData=NULL;
unsigned int dwBytes=0;
app.GetMemFileDetails(packet->textureName,&pbData,&dwBytes);
DLCSkinFile *pDLCSkinFile = app.m_dlcManager.getSkinFile(packet->textureName);