Importing Materials¶
Import and cache materials.
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namespace
BsZenLib
¶ Functions
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bs::HMaterial
ImportAndCacheMaterialWithTextures
(const bs::String &cacheName, const ZenLoad::zCMaterialData &material, const VDFS::FileIndex &vdfs)¶ Will import (and cache) a Material from the original game along with all textures it is depending on.
- Return
- bs::f material configured to match the original games material passed in.
- Parameters
cacheName
: Name the cached material should get.material
: Material-data pulled from the original game files.vdfs
: FileIndex to load the textures from.
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bs::HMaterial
LoadCachedMaterial
(const bs::String &cacheName)¶ Load a cached Material.
To generate the cached material file, see ImportAndCacheMaterialWithTextures().
- Return
- Cached bs::f material.
- Parameters
cacheName.
: See ImportAndCacheMaterialWithTextures().
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bool
HasCachedMaterial
(const bs::String &cacheName)¶ Whether the given material has been cached before.
See LoadCachedMaterial() to actually load it. See ImportAndCacheMaterialWithTextures() to generate the cache.
- Return
- Whether the cache for the given material exists.
- Parameters
cacheName.
: See ImportAndCacheMaterialWithTextures().
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bs::String
BuildMaterialNameForSubmesh
(const bs::String &cacheName, bs::UINT32 submesh)¶ Combines the submesh-index with the meshes name to make a unique material name.
Since in bs::f, every Material needs the be in its own file, but Gothic has Materials by Mesh, we store each material as “meshname-material-i” or something similar.
This function builds the actual name of the cached materials name from a meshname and the submesh index.
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bs::HMaterial