fix AV when using material that didn't load because texture doesn't exist

This commit is contained in:
Chris Danford
2006-07-24 09:05:14 +00:00
parent ab978ef733
commit 567b4e8c6a
4 changed files with 49 additions and 22 deletions
+6 -6
View File
@@ -20,16 +20,16 @@ public:
virtual Actor *Copy() const;
void Clear();
void Load( RString sFile );
void Load( const RString &sFile );
void LoadPieces( RString sMeshesPath, RString sMaterialsPath, RString sBomesPath );
void LoadMilkshapeAscii( RString sFile );
void LoadMaterialsFromMilkshapeAscii( RString sPath );
bool LoadMilkshapeAsciiBones( RString sAniName, RString sPath );
void LoadPieces( const RString &sMeshesPath, const RString &sMaterialsPath, const RString &sBomesPath );
void LoadMilkshapeAscii( const RString &sFile );
void LoadMaterialsFromMilkshapeAscii( const RString &sPath );
bool LoadMilkshapeAsciiBones( const RString &sAniName, const RString &sPath );
void LoadFromNode( const RString& sDir, const XNode* pNode );
void PlayAnimation( RString sAniName, float fPlayRate = 1 );
void PlayAnimation( const RString &sAniName, float fPlayRate = 1 );
virtual void Update( float fDelta );
virtual bool EarlyAbortDraw() const;