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b74399ed57
* move files * update game.gp
37 lines
1.5 KiB
Common Lisp
37 lines
1.5 KiB
Common Lisp
;;-*-Lisp-*-
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(in-package goal)
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;; name: texture-upload.gc
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;; name in dgo: texture-upload
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;; dgos: GAME, ART
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;; This will happen part way through the list of tpages
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;; we already got the font texture, so set that up.
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;; NOTE: I added this check so you can load the engine without the font texture.
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(cond
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((and *texture-page-dir* (lookup-texture-by-id (new 'static 'texture-id :index #x1 :page #x4fe)))
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(setup-font-texture! *texture-pool*)
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;; Load some textures
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(define *shadow-middot-texture* (lookup-texture-by-id (new 'static 'texture-id :index #x4 :page #x2)))
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;; not sure what's going on here, this isn't a valid texture ID. It ends up ignoring the 0x14 in the lower
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;; bits, and just gets you the 0th texture in the environment-generic texture page.
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(define *generic-envmap-texture* (lookup-texture-by-id (the-as texture-id #x10000014)))
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(define *ocean-texture* (lookup-texture-by-id (new 'static 'texture-id :page #x370)))
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)
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(else
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(format 0 "NOTE: skipped texture setup in texture-upload.gc, textures were not loaded.~%")
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(set! *shadow-middot-texture* #f)
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(set! *generic-envmap-texture* #f)
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(set! *ocean-texture* #f)
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)
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)
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;; the next texture we're going to load is the HUD for the start menu, which shouldn't
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;; be allocated with the default allocator. So for now we can set it to common-boot, which
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;; will place this in common, then disable itself once it encounters another normal texture
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(set! (-> *texture-pool* allocate-func) texture-page-common-boot-allocate)
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