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Remove old, unused code
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@ -1719,46 +1719,4 @@ Ogre::SkeletonPtr Loader::getSkeleton(std::string name, const std::string &group
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return NIFSkeletonLoader::createSkeleton(name, group, node);
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}
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/* More code currently not in use, from the old D source. This was
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used in the first attempt at loading NIF meshes, where each submesh
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in the file was given a separate bone in a skeleton. Unfortunately
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the OGRE skeletons can't hold more than 256 bones, and some NIFs go
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way beyond that. The code might be of use if we implement animated
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submeshes like this (the part of the NIF that is animated is
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usually much less than the entire file, but the method might still
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not be water tight.)
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// Insert a raw RGBA image into the texture system.
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extern "C" void ogre_insertTexture(char* name, uint32_t width, uint32_t height, void *data)
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{
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TexturePtr texture = TextureManager::getSingleton().createManual(
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name, // name
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"General", // group
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TEX_TYPE_2D, // type
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width, height, // width & height
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0, // number of mipmaps
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PF_BYTE_RGBA, // pixel format
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TU_DEFAULT); // usage; should be TU_DYNAMIC_WRITE_ONLY_DISCARDABLE for
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// textures updated very often (e.g. each frame)
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// Get the pixel buffer
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HardwarePixelBufferSharedPtr pixelBuffer = texture->getBuffer();
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// Lock the pixel buffer and get a pixel box
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pixelBuffer->lock(HardwareBuffer::HBL_NORMAL); // for best performance use HBL_DISCARD!
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const PixelBox& pixelBox = pixelBuffer->getCurrentLock();
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void *dest = pixelBox.data;
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// Copy the data
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memcpy(dest, data, width*height*4);
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// Unlock the pixel buffer
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pixelBuffer->unlock();
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}
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*/
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} // nsmaepace NifOgre
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} // namespace NifOgre
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