mirror of
https://git.huckle.dev/Huckles-Minecraft-Archive/LCE-Revelations.git
synced 2026-05-22 20:26:30 +00:00
The walking and attack animations in the Change Skin menu were frame-rate-dependent, advancing per render call with no delta time scaling. With uncapped FPS they ran proportionally too fast. Add time-based scaling relative to a 60fps baseline. The scale is computed once per frame (cached for 0.5ms) so multiple skin previews rendered in the same frame all animate at the correct speed.
578 lines
15 KiB
C++
578 lines
15 KiB
C++
#include "stdafx.h"
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#include "..\..\Minecraft.h"
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#include "..\..\ScreenSizeCalculator.h"
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#include "..\..\EntityRenderDispatcher.h"
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#include "..\..\PlayerRenderer.h"
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#include "..\..\HumanoidModel.h"
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#include "..\..\Lighting.h"
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#include "..\..\ModelPart.h"
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#include "..\..\Options.h"
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#include "..\..\..\Minecraft.World\net.minecraft.world.entity.player.h"
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#include "UIControl_PlayerSkinPreview.h"
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//#define SKIN_PREVIEW_BOB_ANIM
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#define SKIN_PREVIEW_WALKING_ANIM
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#ifdef _WINDOWS64
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// Frame-rate-independent animation scaling.
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// The skin preview animations were designed for ~60fps (VSync on).
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// With uncapped FPS, each frame's contribution must be scaled down.
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// The scale is computed once per frame (keyed by frame counter) so
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// that multiple skin previews rendered in the same frame all use the
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// same value instead of measuring near-zero deltas between each other.
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static float s_skinAnimCachedScale = 1.0f;
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static double s_skinAnimLastTime = 0.0;
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static double s_skinAnimFreqInv = 0.0;
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static float GetSkinAnimDeltaScale()
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{
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// Use the main loop's frame counter to detect a new frame.
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// GetTickCount changes every ~16ms, but we need per-frame detection.
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// Use a simple time threshold: if <0.1ms since last call, same frame.
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if (s_skinAnimFreqInv == 0.0)
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{
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LARGE_INTEGER freq;
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QueryPerformanceFrequency(&freq);
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s_skinAnimFreqInv = 1.0 / (double)freq.QuadPart;
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}
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LARGE_INTEGER now;
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QueryPerformanceCounter(&now);
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double currentTime = (double)now.QuadPart * s_skinAnimFreqInv;
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// If less than 0.5ms since last call, assume same frame -- reuse cached scale
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double elapsed = currentTime - s_skinAnimLastTime;
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if (s_skinAnimLastTime != 0.0 && elapsed < 0.0005)
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{
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return s_skinAnimCachedScale;
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}
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if (s_skinAnimLastTime == 0.0)
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{
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s_skinAnimLastTime = currentTime;
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s_skinAnimCachedScale = 1.0f;
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return 1.0f;
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}
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s_skinAnimLastTime = currentTime;
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const double kBaselineFrameTime = 1.0 / 60.0;
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float scale = static_cast<float>(elapsed / kBaselineFrameTime);
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if (scale > 3.0f) scale = 3.0f;
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s_skinAnimCachedScale = scale;
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return scale;
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}
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#endif
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UIControl_PlayerSkinPreview::UIControl_PlayerSkinPreview()
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{
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UIControl::setControlType(UIControl::ePlayerSkinPreview);
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m_bDirty = FALSE;
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m_fScale = 1.0f;
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m_fAlpha = 1.0f;
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Minecraft *pMinecraft=Minecraft::GetInstance();
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ScreenSizeCalculator ssc(pMinecraft->options, pMinecraft->width_phys, pMinecraft->height_phys);
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m_fScreenWidth=static_cast<float>(pMinecraft->width_phys);
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m_fRawWidth=static_cast<float>(ssc.rawWidth);
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m_fScreenHeight=static_cast<float>(pMinecraft->height_phys);
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m_fRawHeight=static_cast<float>(ssc.rawHeight);
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m_customTextureUrl = L"default";
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m_backupTexture = TN_MOB_CHAR;
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m_capeTextureUrl = L"";
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m_yRot = 0;
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m_xRot = 0;
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m_swingTime = 0.0f;
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m_bobTick = 0.0f;
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m_walkAnimSpeedO = 0.0f;
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m_walkAnimSpeed = 0.0f;
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m_walkAnimPos = 0.0f;
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m_bAutoRotate = false;
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m_bRotatingLeft = false;
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m_incXRot = false;
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m_decXRot = false;
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m_incYRot = false;
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m_decYRot = false;
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m_currentAnimation = e_SkinPreviewAnimation_Walking;
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m_fTargetRotation = 0.0f;
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m_fOriginalRotation = 0.0f;
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m_framesAnimatingRotation = 0;
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m_bAnimatingToFacing = false;
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m_pvAdditionalModelParts=nullptr;
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m_uiAnimOverrideBitmask=0L;
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}
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void UIControl_PlayerSkinPreview::tick()
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{
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UIControl::tick();
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if( m_bAnimatingToFacing )
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{
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++m_framesAnimatingRotation;
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m_yRot = m_fOriginalRotation + m_framesAnimatingRotation * ( (m_fTargetRotation - m_fOriginalRotation) / CHANGING_SKIN_FRAMES );
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//if(m_framesAnimatingRotation == CHANGING_SKIN_FRAMES) m_bAnimatingToFacing = false;
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}
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else
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{
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if( m_incXRot ) IncrementXRotation();
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if( m_decXRot ) DecrementXRotation();
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if( m_incYRot ) IncrementYRotation();
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if( m_decYRot ) DecrementYRotation();
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if(m_bAutoRotate)
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{
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++m_rotateTick;
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if(m_rotateTick%4==0)
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{
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if(m_yRot >= LOOK_LEFT_EXTENT)
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{
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m_bRotatingLeft = false;
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}
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else if(m_yRot <= LOOK_RIGHT_EXTENT)
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{
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m_bRotatingLeft = true;
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}
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if(m_bRotatingLeft)
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{
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IncrementYRotation();
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}
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else
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{
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DecrementYRotation();
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}
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}
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}
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}
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}
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void UIControl_PlayerSkinPreview::SetTexture(const wstring &url, TEXTURE_NAME backupTexture)
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{
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m_customTextureUrl = url;
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m_backupTexture = backupTexture;
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unsigned int uiAnimOverrideBitmask = Player::getSkinAnimOverrideBitmask( app.getSkinIdFromPath(m_customTextureUrl) );
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if(app.GetGameSettings(eGameSetting_CustomSkinAnim)==0 )
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{
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// We have a force animation for some skins (claptrap)
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// 4J-PB - treat all the eAnim_Disable flags as a force anim
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if((uiAnimOverrideBitmask & HumanoidModel::m_staticBitmaskIgnorePlayerCustomAnimSetting)!=0)
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{
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m_uiAnimOverrideBitmask=uiAnimOverrideBitmask;
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}
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else
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{
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m_uiAnimOverrideBitmask=0;
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}
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}
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else
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{
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m_uiAnimOverrideBitmask = uiAnimOverrideBitmask;
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}
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m_pvAdditionalModelParts=app.GetAdditionalModelParts(app.getSkinIdFromPath(m_customTextureUrl));
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}
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void UIControl_PlayerSkinPreview::SetFacing(ESkinPreviewFacing facing, bool bAnimate /*= false*/)
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{
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switch(facing)
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{
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case e_SkinPreviewFacing_Forward:
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m_fTargetRotation = 0;
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m_bRotatingLeft = true;
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break;
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case e_SkinPreviewFacing_Left:
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m_fTargetRotation = LOOK_LEFT_EXTENT;
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m_bRotatingLeft = false;
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break;
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case e_SkinPreviewFacing_Right:
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m_fTargetRotation = LOOK_RIGHT_EXTENT;
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m_bRotatingLeft = true;
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break;
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}
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if(!bAnimate)
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{
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m_yRot = m_fTargetRotation;
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m_bAnimatingToFacing = false;
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}
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else
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{
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m_fOriginalRotation = m_yRot;
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m_bAnimatingToFacing = true;
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m_framesAnimatingRotation = 0;
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}
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}
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void UIControl_PlayerSkinPreview::CycleNextAnimation()
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{
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m_currentAnimation = static_cast<ESkinPreviewAnimations>(m_currentAnimation + 1);
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if(m_currentAnimation >= e_SkinPreviewAnimation_Count) m_currentAnimation = e_SkinPreviewAnimation_Walking;
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m_swingTime = 0.0f;
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}
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void UIControl_PlayerSkinPreview::CyclePreviousAnimation()
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{
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m_currentAnimation = static_cast<ESkinPreviewAnimations>(m_currentAnimation - 1);
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if(m_currentAnimation < e_SkinPreviewAnimation_Walking) m_currentAnimation = static_cast<ESkinPreviewAnimations>(e_SkinPreviewAnimation_Count - 1);
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m_swingTime = 0.0f;
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}
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void UIControl_PlayerSkinPreview::render(IggyCustomDrawCallbackRegion *region)
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{
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Minecraft *pMinecraft=Minecraft::GetInstance();
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glEnable(GL_RESCALE_NORMAL);
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glEnable(GL_COLOR_MATERIAL);
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glPushMatrix();
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float width = region->x1 - region->x0;
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float height = region->y1 - region->y0;
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float xo = width/2;
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float yo = height;
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glTranslatef(xo, yo - 3.5f, 50.0f);
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//glTranslatef(120.0f, 294, 0.0f);
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float ss;
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// Base scale on height of this control
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// Potentially we might want separate x & y scales here
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ss = width / (m_fScreenWidth / m_fScreenHeight);
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glScalef(-ss, ss, ss);
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glRotatef(180, 0, 0, 1);
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//glRotatef(45 + 90, 0, 1, 0);
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Lighting::turnOn();
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//glRotatef(-45 - 90, 0, 1, 0);
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glRotatef(-static_cast<float>(m_xRot), 1, 0, 0);
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// 4J Stu - Turning on hideGui while we do this stops the name rendering in split-screen
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bool wasHidingGui = pMinecraft->options->hideGui;
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pMinecraft->options->hideGui = true;
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//EntityRenderDispatcher::instance->render(pMinecraft->localplayers[0], 0, 0, 0, 0, 1);
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EntityRenderer *renderer = EntityRenderDispatcher::instance->getRenderer(eTYPE_LOCALPLAYER);
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if (renderer != nullptr)
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{
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// 4J-PB - any additional parts to turn on for this player (skin dependent)
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//vector<ModelPart *> *pAdditionalModelParts=mob->GetAdditionalModelParts();
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if(m_pvAdditionalModelParts && m_pvAdditionalModelParts->size()!=0)
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{
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for(auto& pModelPart : *m_pvAdditionalModelParts)
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{
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pModelPart->visible=true;
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}
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}
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render(renderer,0,0,0,0,1);
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//renderer->postRender(entity, x, y, z, rot, a);
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// hide the additional parts
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if(m_pvAdditionalModelParts && m_pvAdditionalModelParts->size()!=0)
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{
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for(auto& pModelPart : *m_pvAdditionalModelParts)
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{
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pModelPart->visible=false;
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}
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}
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}
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pMinecraft->options->hideGui = wasHidingGui;
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glPopMatrix();
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Lighting::turnOff();
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glDisable(GL_RESCALE_NORMAL);
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}
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// 4J Stu - Modified version of MobRenderer::render that does not require an actual entity
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void UIControl_PlayerSkinPreview::render(EntityRenderer *renderer, double x, double y, double z, float rot, float a)
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{
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glPushMatrix();
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glDisable(GL_CULL_FACE);
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HumanoidModel *model = static_cast<HumanoidModel *>(renderer->getModel());
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//getAttackAnim(mob, a);
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//if (armor != nullptr) armor->attackTime = model->attackTime;
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//model->riding = mob->isRiding();
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//if (armor != nullptr) armor->riding = model->riding;
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// 4J Stu - Remember to reset these values once the rendering is done if you add another one
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model->attackTime = 0;
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model->sneaking = false;
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model->holdingRightHand = false;
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model->holdingLeftHand = false;
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model->idle = false;
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model->eating = false;
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model->eating_swing = 0;
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model->eating_t = 0;
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model->young = false;
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model->riding = false;
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model->m_uiAnimOverrideBitmask = m_uiAnimOverrideBitmask;
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if( !m_bAnimatingToFacing )
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{
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switch( m_currentAnimation )
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{
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case e_SkinPreviewAnimation_Sneaking:
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model->sneaking = true;
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break;
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case e_SkinPreviewAnimation_Attacking:
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model->holdingRightHand = true;
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#ifdef _WINDOWS64
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m_swingTime += GetSkinAnimDeltaScale();
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#else
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m_swingTime++;
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#endif
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if (m_swingTime >= (Player::SWING_DURATION * 3) )
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{
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m_swingTime = 0;
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}
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model->attackTime = m_swingTime / static_cast<float>(Player::SWING_DURATION * 3);
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break;
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default:
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break;
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};
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}
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float bodyRot = m_yRot; //(mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a);
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float headRot = m_yRot; //(mob->yRotO + (mob->yRot - mob->yRotO) * a);
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float headRotx = 0; //(mob->xRotO + (mob->xRot - mob->xRotO) * a);
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//setupPosition(mob, x, y, z);
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// is equivalent to
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glTranslatef(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z));
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//float bob = getBob(mob, a);
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#ifdef SKIN_PREVIEW_BOB_ANIM
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float bob = (m_bobTick + a)/2;
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++m_bobTick;
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if(m_bobTick>=360*2) m_bobTick = 0;
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#else
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float bob = 0.0f;
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#endif
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//setupRotations(mob, bob, bodyRot, a);
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// is equivalent to
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glRotatef(180 - bodyRot, 0, 1, 0);
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float _scale = 1 / 16.0f;
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glEnable(GL_RESCALE_NORMAL);
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glScalef(-1, -1, 1);
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//scale(mob, a);
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// is equivalent to
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float s = 15 / 16.0f;
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glScalef(s, s, s);
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// 4J - TomK - pull up character a bit more to make sure extra geo around feet doesn't cause rendering problems on PSVita
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#ifdef __PSVITA__
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glTranslatef(0, -24 * _scale - 1.0f / 16.0f, 0);
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#else
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glTranslatef(0, -24 * _scale - 0.125f / 16.0f, 0);
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#endif
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#ifdef SKIN_PREVIEW_WALKING_ANIM
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m_walkAnimSpeedO = m_walkAnimSpeed;
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#ifdef _WINDOWS64
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{
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float animScale = GetSkinAnimDeltaScale();
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m_walkAnimSpeed += (0.1f - m_walkAnimSpeed) * 0.4f * animScale;
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m_walkAnimPos += m_walkAnimSpeed * animScale;
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}
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#else
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m_walkAnimSpeed += (0.1f - m_walkAnimSpeed) * 0.4f;
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m_walkAnimPos += m_walkAnimSpeed;
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#endif
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float ws = m_walkAnimSpeedO + (m_walkAnimSpeed - m_walkAnimSpeedO) * a;
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float wp = m_walkAnimPos - m_walkAnimSpeed * (1 - a);
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#else
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float ws = 0;
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float wp = 0;
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#endif
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if (ws > 1) ws = 1;
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MemSect(31);
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bindTexture(m_customTextureUrl, m_backupTexture);
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MemSect(0);
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glEnable(GL_ALPHA_TEST);
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//model->prepareMobModel(mob, wp, ws, a);
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model->render(nullptr, wp, ws, bob, headRot - bodyRot, headRotx, _scale, true);
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/*for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
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{
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if (prepareArmor(mob, i, a))
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{
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armor->render(wp, ws, bob, headRot - bodyRot, headRotx, _scale, true);
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glDisable(GL_BLEND);
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glEnable(GL_ALPHA_TEST);
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}
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}*/
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//additionalRendering(mob, a);
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if (bindTexture(m_capeTextureUrl, L"" ))
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{
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glPushMatrix();
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glTranslatef(0, 0, 2 / 16.0f);
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double xd = 0;//(mob->xCloakO + (mob->xCloak - mob->xCloakO) * a) - (mob->xo + (mob->x - mob->xo) * a);
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double yd = 0;//(mob->yCloakO + (mob->yCloak - mob->yCloakO) * a) - (mob->yo + (mob->y - mob->yo) * a);
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double zd = 0;//(mob->zCloakO + (mob->zCloak - mob->zCloakO) * a) - (mob->zo + (mob->z - mob->zo) * a);
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float yr = 1;//mob->yBodyRotO + (mob->yBodyRot - mob->yBodyRotO) * a;
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double xa = sin(yr * PI / 180);
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double za = -cos(yr * PI / 180);
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float flap = static_cast<float>(yd) * 10;
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if (flap < -6) flap = -6;
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if (flap > 32) flap = 32;
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float lean = static_cast<float>(xd * xa + zd * za) * 100;
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float lean2 = static_cast<float>(xd * za - zd * xa) * 100;
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if (lean < 0) lean = 0;
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//float pow = 1;//mob->oBob + (bob - mob->oBob) * a;
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flap += 1;//sin((mob->walkDistO + (mob->walkDist - mob->walkDistO) * a) * 6) * 32 * pow;
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if (model->sneaking)
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{
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flap += 25;
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}
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glRotatef(6.0f + lean / 2 + flap, 1, 0, 0);
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glRotatef(lean2 / 2, 0, 0, 1);
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glRotatef(-lean2 / 2, 0, 1, 0);
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glRotatef(180, 0, 1, 0);
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model->renderCloak(1 / 16.0f,true);
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glPopMatrix();
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}
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/*
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float br = mob->getBrightness(a);
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int overlayColor = getOverlayColor(mob, br, a);
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if (((overlayColor >> 24) & 0xff) > 0 || mob->hurtTime > 0 || mob->deathTime > 0)
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{
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_ALPHA_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthFunc(GL_EQUAL);
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// 4J - changed these renders to not use the compiled version of their models, because otherwise the render states set
|
|
// about (in particular the depth & alpha test) don't work with our command buffer versions
|
|
if (mob->hurtTime > 0 || mob->deathTime > 0)
|
|
{
|
|
glColor4f(br, 0, 0, 0.4f);
|
|
model->render(wp, ws, bob, headRot - bodyRot, headRotx, _scale, false);
|
|
for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
|
|
{
|
|
if (prepareArmorOverlay(mob, i, a))
|
|
{
|
|
glColor4f(br, 0, 0, 0.4f);
|
|
armor->render(wp, ws, bob, headRot - bodyRot, headRotx, _scale, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (((overlayColor >> 24) & 0xff) > 0)
|
|
{
|
|
float r = ((overlayColor >> 16) & 0xff) / 255.0f;
|
|
float g = ((overlayColor >> 8) & 0xff) / 255.0f;
|
|
float b = ((overlayColor) & 0xff) / 255.0f;
|
|
float aa = ((overlayColor >> 24) & 0xff) / 255.0f;
|
|
glColor4f(r, g, b, aa);
|
|
model->render(wp, ws, bob, headRot - bodyRot, headRotx, _scale, false);
|
|
for (int i = 0; i < MAX_ARMOR_LAYERS; i++)
|
|
{
|
|
if (prepareArmorOverlay(mob, i, a))
|
|
{
|
|
glColor4f(r, g, b, aa);
|
|
armor->render(wp, ws, bob, headRot - bodyRot, headRotx, _scale, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
glDepthFunc(GL_LEQUAL);
|
|
glDisable(GL_BLEND);
|
|
glEnable(GL_ALPHA_TEST);
|
|
glEnable(GL_TEXTURE_2D);
|
|
}
|
|
*/
|
|
glDisable(GL_RESCALE_NORMAL);
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
glPopMatrix();
|
|
|
|
MemSect(31);
|
|
//renderName(mob, x, y, z);
|
|
MemSect(0);
|
|
|
|
// Reset the model values to stop the changes we made here affecting anything in game (like the player hand render)
|
|
model->attackTime = 0;
|
|
model->sneaking = false;
|
|
model->holdingRightHand = false;
|
|
model->holdingLeftHand = false;
|
|
}
|
|
|
|
bool UIControl_PlayerSkinPreview::bindTexture(const wstring& urlTexture, int backupTexture)
|
|
{
|
|
Textures *t = Minecraft::GetInstance()->textures;
|
|
|
|
// 4J-PB - no http textures on the xbox, mem textures instead
|
|
|
|
//int id = t->loadHttpTexture(urlTexture, backupTexture);
|
|
int id = t->loadMemTexture(urlTexture, backupTexture);
|
|
|
|
if (id >= 0)
|
|
{
|
|
t->bind(id);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
bool UIControl_PlayerSkinPreview::bindTexture(const wstring& urlTexture, const wstring& backupTexture)
|
|
{
|
|
Textures *t = Minecraft::GetInstance()->textures;
|
|
|
|
// 4J-PB - no http textures on the xbox, mem textures instead
|
|
|
|
//int id = t->loadHttpTexture(urlTexture, backupTexture);
|
|
int id = t->loadMemTexture(urlTexture, backupTexture);
|
|
|
|
if (id >= 0)
|
|
{
|
|
t->bind(id);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|