refactor: begin unglobbing std::vector

This commit is contained in:
Tropical
2026-03-06 11:58:11 -06:00
committed by JuiceyDev
parent d2e8a0f9f5
commit 5fad08b9fd
286 changed files with 738 additions and 738 deletions

View File

@@ -70,7 +70,7 @@ void PreStitchedTextureMap::stitch()
}
// Collection bucket for multiple frames per texture
std::unordered_map<TextureHolder *, vector<Texture *> * > textures; // = new HashMap<TextureHolder, List<Texture>>();
std::unordered_map<TextureHolder *, std::vector<Texture *> * > textures; // = new HashMap<TextureHolder, List<Texture>>();
Stitcher *stitcher = TextureManager::getInstance()->createStitcher(name);
@@ -143,7 +143,7 @@ void PreStitchedTextureMap::stitch()
std::wstring filename = path + textureFileName + extension;
// TODO: [EB] Put the frames into a proper object, not this inside out hack
vector<Texture *> *frames = TextureManager::getInstance()->createTextures(filename, m_mipMap);
std::vector<Texture *> *frames = TextureManager::getInstance()->createTextures(filename, m_mipMap);
if (frames == NULL || frames->empty())
{
continue; // Couldn't load a texture, skip it