#include "glut-model.h"
#include <fstream>
#include "common/wave_ex.h"
#include "nstream/nstream.h"
#include "perf/perf.h"
#include "util/file.h"
#include "util/parsing.h"
#include "util/token_stream.h"
#include "wave-glut/wave-glut.h"
#include "wave-glut/texture.h"
Go to the source code of this file.
Namespaces | |
namespace | glut |
Functions | |
static void | glut::getDictionaryFromNextLine (IO std::istream &stream, IN const char *debug_info, OUT dictionary_t &d) |
static byte_t | glut::getOptionalByte (IN const dictionary_t &d, IN const char *key) |
static void | glut::writePoint3dToStream (IO std::ostream &stream, IN const point3d_t &p) |
void | glut::parseColor (IO std::istream &stream, OUT img_color_t &color) |
void | glut::parseMaterial (IO std::istream &stream, IN const char *parentDir, OUT material_t &material) |
void | glut::parsePolygon (IN MaterialRegistry *mreg, IO std::istream &stream, OUT polygon_t &polygon) |
void | glut::parseModel (IN MaterialRegistry *mreg, IO std::istream &stream, OUT model_t &model) |
void | glut::parseLodEntry (IN MaterialRegistry *mreg, IO std::istream &stream, OUT lod_entry_t &entry) |
void | glut::parseLodModel (IN MaterialRegistry *mreg, IO std::istream &stream, OUT lod_model_t &lod_model) |
void | glut::writeModelToStream (IO std::ostream &stream, IN const model_t &model) |
assumes you have already written the key name, this will write the opening and closing brackets | |
smart_ptr< Renderable > | glut::loadModel (IN const char *filename, IN MaterialRegistry *reg) |
load a model from a Wavepacket Glut Model file (.wgm extension, normally) |