;;-*-Lisp-*- (in-package goal) ;; name: texture-upload.gc ;; name in dgo: texture-upload ;; dgos: GAME, ART ;; This will happen part way through the list of tpages ;; we already got the font texture, so set that up. ;; NOTE: I added this check so you can load the engine without the font texture. (cond ((and *texture-page-dir* (lookup-texture-by-id (new 'static 'texture-id :index #x1 :page #x4fe))) (setup-font-texture! *texture-pool*) ;; Load some textures (define *shadow-middot-texture* (lookup-texture-by-id (new 'static 'texture-id :index #x4 :page #x2))) ;; not sure what's going on here, this isn't a valid texture ID. It ends up ignoring the 0x14 in the lower ;; bits, and just gets you the 0th texture in the environment-generic texture page. (define *generic-envmap-texture* (lookup-texture-by-id (the-as texture-id #x10000014))) (define *ocean-texture* (lookup-texture-by-id (new 'static 'texture-id :page #x370))) ) (else (format 0 "NOTE: skipped texture setup in texture-upload.gc, textures were not loaded.~%") (set! *shadow-middot-texture* #f) (set! *generic-envmap-texture* #f) (set! *ocean-texture* #f) ) ) ;; the next texture we're going to load is the HUD for the start menu, which shouldn't ;; be allocated with the default allocator. So for now we can set it to common-boot, which ;; will place this in common, then disable itself once it encounters another normal texture (set! (-> *texture-pool* allocate-func) texture-page-common-boot-allocate)