manage path routines
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@@ -232,9 +232,7 @@ typedef CopiedString TextureExpression;
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//++timo FIXME: we need to put code somewhere to detect when two shaders that are case insensitive equal are present
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template<typename StringType>
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void parseTextureName( StringType& name, const char* token ){
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StringOutputStream cleaned( 256 );
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cleaned << PathCleaned( token );
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name = CopiedString( StringRange( cleaned.c_str(), path_get_filename_base_end( cleaned.c_str() ) ) ).c_str(); // remove extension
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name = StringOutputStream( 256 )( PathCleaned( PathExtensionless( token ) ) ).c_str(); // remove extension
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}
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bool Tokeniser_parseTextureName( Tokeniser& tokeniser, TextureExpression& name ){
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@@ -1610,12 +1608,9 @@ void ShaderList_addFromArchive( const char *archivename ){
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return;
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}
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StringOutputStream shaderlist( 256 );
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shaderlist << DirectoryCleaned( shaderpath ) << "shaderlist.txt";
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Archive *archive = GlobalFileSystem().getArchive( archivename, false );
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if ( archive ) {
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ArchiveTextFile *file = archive->openTextFile( shaderlist.c_str() );
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ArchiveTextFile *file = archive->openTextFile( StringOutputStream( 64 )( DirectoryCleaned( shaderpath ), "shaderlist.txt" ).c_str() );
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if ( file ) {
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globalOutputStream() << "Found shaderlist.txt in " << archivename << "\n";
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BuildShaderList( file->getInputStream() );
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@@ -1658,8 +1653,7 @@ void Shaders_Load(){
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const char* shaderPath = GlobalRadiant().getGameDescriptionKeyValue( "shaderpath" );
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if ( !string_empty( shaderPath ) ) {
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StringOutputStream path( 256 );
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path << DirectoryCleaned( shaderPath );
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const auto path = StringOutputStream( 64 )( DirectoryCleaned( shaderPath ) );
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if ( g_useShaderList ) {
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// preload shader files that have been listed in shaderlist.txt
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