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https://github.com/gwdevhub/gMod.git
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9e593e83ee
* basic tga/hdr image loading * bgr tga tex * convert to dds during loading doesn't work yet, fails to create textures from dds memory * remove ext member from TextureFileStruct * do not convert images, leads to weird loading problems... * use regex matching for tpf loading * convert non-RGBA images to RGBA * remove d3dx (mostly) * fix moving wrong image * move TextureFunction to module * move FileLoader to ModfileLoader module * move TextureClient to module * spaces * ifdef debug * 1.6.0 * compress images to dxt5 (bc3_unorm) to use less memory * remove unnecessary directxtex source code patch * don't move unnecessarily * only compress if mods in filesystem use up more than 400mb * use std::future to prepare to multithread image loading fails when using std::launch::async though, maybe something in the directxtex library is not thread safe * remove d3dx sdk from workflows * remove extern "C" * catch exception when saving texture * make loading async (call CoInitializeEx) * support DXGI_FORMAT_BC1_UNORM (DXT1) compressed textures without warning * don't warn for BC2 BC4 or BC5 either * update README.md
34 lines
622 B
C++
34 lines
622 B
C++
#pragma once
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#include <windows.h>
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#include <cstdlib>
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#include <cstdio>
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#include <filesystem>
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#include <fstream>
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#include <future>
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#include <map>
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#include <ranges>
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#include "Utils.h"
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#include <d3d9.h>
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#include "Defines.h"
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#include "Error.h"
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#include "Defines.h"
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#include "uMod_IDirect3D9.h"
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#include "uMod_IDirect3D9Ex.h"
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#include "uMod_IDirect3DDevice9.h"
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#include "uMod_IDirect3DDevice9Ex.h"
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#include "uMod_IDirect3DCubeTexture9.h"
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#include "uMod_IDirect3DTexture9.h"
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#include "uMod_IDirect3DVolumeTexture9.h"
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#pragma warning(disable : 4477)
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extern unsigned int gl_ErrorState;
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extern HINSTANCE gl_hThisInstance;
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