The image will be loaded in the format requested by the engine. If no engine exists, the format is taken from the video renderer. If no video renderer exists, this function fails. You may also request an alternate format to override the above sequence.
bool iLoader::LoadMapFile (
const char * filename,
bool ClearEngine = true,
bool ResolveOnlyRegion = true ) [pure virtual]
Load a map file.
If 'ClearEngine' is true then the current contents of the engine will be deleted before loading. If 'ResolveOnlyRegion' is true then portals will only connect to the sectors in the current region, things will only use thing templates defined in the current region and meshes will only use mesh factories defined in the current region.
Load a texture as with LoadTexture() above and register it with the engine.
'Name' is the name that the engine will use for the wrapper. This function also creates a material for the texture. If 'register' is true then the texture and material will be registered to the texture manager. Set 'register' to false if you plan on calling 'engine->Prepare()' later as that function will take care of registering too.
Load an image as with LoadImage() and create a texture handle from it.
The 'Flags' parameter accepts the flags described in ivideo/txtmgr.h. The texture manager determines the format, so choosing an alternate format doesn't make sense here. Instead you may choose an alternate texture manager.
The documentation for this struct was generated from the following file: