CrystalSpace

Public API Reference

iThreadedLoader Struct Reference
[Loading & Saving support]

This interface represents the threaded map loader methods. More...

#include <imap/loader.h>

Inheritance diagram for iThreadedLoader:

List of all members.

Public Member Functions

virtual void AddSectorToList (iSector *obj)=0
 Add object to the transfer list.
virtual csPtr
< iCamposLoaderIterator > 
GetLoaderCameraPositions ()=0
 Get the loader camera list.
virtual csPtr
< iMaterialLoaderIterator > 
GetLoaderMaterials ()=0
 Get the loader material list.
virtual csPtr
< iMeshLoaderIterator > 
GetLoaderMeshes ()=0
 Get the loader mesh sector list.
virtual csPtr
< iMeshFactLoaderIterator > 
GetLoaderMeshFactories ()=0
 Get the loader mesh factory list.
virtual csPtr
< iSectorLoaderIterator > 
GetLoaderSectors ()=0
 Get the loader sector list.
virtual csPtr
< iSharedVarLoaderIterator > 
GetLoaderSharedVariables ()=0
 Get the loader shared variable list.
virtual csPtr
< iTextureLoaderIterator > 
GetLoaderTextures ()=0
 Get the loader texture list.
 THREADED_INTERFACE3 (LoadSoundSysData, const char *cwd, const char *fname, bool do_verbose=false)
 New Sound System: Load a sound file and return an iSndSysData object.
 THREADED_INTERFACE4 (LoadShader, const char *cwd, const char *filename, bool registerShader=true, bool do_verbose=false)
 Load a shader from a file.
 THREADED_INTERFACE4 (LoadMeshObject, const char *cwd, const char *fname, csRef< iStreamSource > ssource=0, bool do_verbose=false)
 Load a mesh object from a file.
 THREADED_INTERFACE4 (LoadMeshObjectFactory, const char *cwd, const char *fname, csRef< iStreamSource > ssource=0, bool do_verbose=false)
 Load a Mesh Object Factory from a file.
 THREADED_INTERFACE4 (LoadSoundWrapper, const char *cwd, const char *name, const char *fname, bool do_verbose=false)
 New Sound System: Load a sound file, create sound data and create a wrapper object for it.
 THREADED_INTERFACE4 (LoadSoundStream, const char *cwd, const char *fname, int mode3d, bool do_verbose=false)
 New Sound System: Load a sound file and create a stream from it.
 THREADED_INTERFACE4 (LoadImage, const char *cwd, csRef< iDataBuffer > buf, int Format=CS_IMGFMT_INVALID, bool do_verbose=false)
 Load an image file.
 THREADED_INTERFACE4 (LoadImage, const char *cwd, const char *Filename, int Format=CS_IMGFMT_INVALID, bool do_verbose=false)
 Load an image file.
 THREADED_INTERFACE6 (LoadTexture, const char *cwd, csRef< iDataBuffer > buf, int Flags=CS_TEXTURE_3D, csRef< iTextureManager > texman=0, csRef< iImage > *image=0, bool do_verbose=false)
 Load an image as with LoadImage() and create a texture handle from it.
 THREADED_INTERFACE6 (LoadTexture, const char *cwd, const char *Filename, int Flags=CS_TEXTURE_3D, csRef< iTextureManager > tm=0, csRef< iImage > *image=0, bool do_verbose=false)
 Load an image as with LoadImage() and create a texture handle from it.
 THREADED_INTERFACE8 (LoadMapFile, const char *cwd, const char *filename, bool clearEngine=true, csRef< iCollection > collection=0, csRef< iStreamSource > ssource=0, csRef< iMissingLoaderData > missingdata=0, uint keepFlags=KEEP_ALL, bool do_verbose=false)
 Load a map file.
 THREADED_INTERFACE9 (LoadTexture, const char *cwd, const char *Name, csRef< iDataBuffer > buf, int Flags=CS_TEXTURE_3D, csRef< iTextureManager > texman=0, bool reg=true, bool create_material=true, bool free_image=true, bool do_verbose=false)
 Load a texture as with LoadTexture() above and register it with the engine.



 THREADED_INTERFACE11 (LoadTexture, const char *cwd, const char *Name, const char *FileName, int Flags=CS_TEXTURE_3D, csRef< iTextureManager > texman=0, bool reg=true, bool create_material=true, bool free_image=true, csRef< iCollection > Collection=0, uint keepFlags=KEEP_ALL, bool do_verbose=false)
 Load a texture as with LoadTexture() above and register it with the engine.
 THREADED_INTERFACE7 (LoadBuffer, const char *cwd, csRef< iDataBuffer > buffer, csRef< iCollection > collection=0, csRef< iStreamSource > ssource=0, csRef< iMissingLoaderData > missingdata=0, uint keepFlags=KEEP_ALL, bool do_verbose=false)
 Load a file.
 THREADED_INTERFACE7 (LoadFile, const char *cwd, const char *fname, csRef< iCollection > collection=0, csRef< iStreamSource > ssource=0, csRef< iMissingLoaderData > missingdata=0, uint keepFlags=KEEP_ALL, bool do_verbose=false)
 Load a file.
 THREADED_INTERFACE7 (LoadLibrary, const char *cwd, csRef< iDocumentNode > lib_node, csRef< iCollection > collection=0, csRef< iStreamSource > ssource=0, csRef< iMissingLoaderData > missingdata=0, uint keepFlags=KEEP_ALL, bool do_verbose=false)
 Load library from a 'library' node.
 THREADED_INTERFACE7 (LoadLibraryFile, const char *cwd, const char *filename, csRef< iCollection > collection=0, csRef< iStreamSource > ssource=0, csRef< iMissingLoaderData > missingdata=0, uint keepFlags=KEEP_ALL, bool do_verbose=false)
 Load library from a VFS file.
 THREADED_INTERFACE8 (LoadNode, const char *cwd, csRef< iDocumentNode > node, csRef< iCollection > collection=0, csRef< iSector > sector=0, csRef< iStreamSource > ssource=0, csRef< iMissingLoaderData > missingdata=0, uint keepFlags=KEEP_ALL, bool do_verbose=false)
 Load a node.
 THREADED_INTERFACE8 (LoadMap, const char *cwd, csRef< iDocumentNode > world_node, bool clearEngine=true, csRef< iCollection > collection=0, csRef< iStreamSource > ssource=0, csRef< iMissingLoaderData > missingdata=0, uint keepFlags=KEEP_ALL, bool do_verbose=false)
 Load a map from the given 'world' node.

Detailed Description

This interface represents the threaded map loader methods.

Definition at line 356 of file loader.h.


Member Function Documentation

virtual void iThreadedLoader::AddSectorToList ( iSector obj  )  [pure virtual]

Add object to the transfer list.

virtual csPtr<iCamposLoaderIterator> iThreadedLoader::GetLoaderCameraPositions (  )  [pure virtual]

Get the loader camera list.

virtual csPtr<iMaterialLoaderIterator> iThreadedLoader::GetLoaderMaterials (  )  [pure virtual]

Get the loader material list.

virtual csPtr<iMeshLoaderIterator> iThreadedLoader::GetLoaderMeshes (  )  [pure virtual]

Get the loader mesh sector list.

virtual csPtr<iMeshFactLoaderIterator> iThreadedLoader::GetLoaderMeshFactories (  )  [pure virtual]

Get the loader mesh factory list.

virtual csPtr<iSectorLoaderIterator> iThreadedLoader::GetLoaderSectors (  )  [pure virtual]

Get the loader sector list.

virtual csPtr<iSharedVarLoaderIterator> iThreadedLoader::GetLoaderSharedVariables (  )  [pure virtual]

Get the loader shared variable list.

virtual csPtr<iTextureLoaderIterator> iThreadedLoader::GetLoaderTextures (  )  [pure virtual]

Get the loader texture list.

iThreadedLoader::THREADED_INTERFACE11 ( LoadTexture  ,
const char *  cwd,
const char *  Name,
const char *  FileName,
int  Flags = CS_TEXTURE_3D,
csRef< iTextureManager texman = 0,
bool  reg = true,
bool  create_material = true,
bool  free_image = true,
csRef< iCollection Collection = 0,
uint  keepFlags = KEEP_ALL,
bool  do_verbose = false 
)

Load a texture as with LoadTexture() above and register it with the engine.

Parameters:
Name The name that the engine will use for the wrapper.
FileName VFS path to the image file to load.
Flags 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.
tm Texture manager, used to determine the format the image is to be loaded in (defaults to CS_IMGFMT_TRUECOLOR if no texture manager is specified).
reg If true then the texture and material will be registered to the texture manager. Set 'register' to false if you plan on calling 'iEnginePrepare()' later as that function will take care of registering too.
create_material If true then this function also creates a material for the texture.
free_image If true then after registration the loaded image will be removed immediatelly. This saves some memory. Set to false if you want to keep it. free_image is ignored if reg is false.
collection [optional] Collection to register the texture and material to.
iThreadedLoader::THREADED_INTERFACE3 ( LoadSoundSysData  ,
const char *  cwd,
const char *  fname,
bool  do_verbose = false 
)

New Sound System: Load a sound file and return an iSndSysData object.

iThreadedLoader::THREADED_INTERFACE4 ( LoadShader  ,
const char *  cwd,
const char *  filename,
bool  registerShader = true,
bool  do_verbose = false 
)

Load a shader from a file.

iThreadedLoader::THREADED_INTERFACE4 ( LoadMeshObject  ,
const char *  cwd,
const char *  fname,
csRef< iStreamSource ssource = 0,
bool  do_verbose = false 
)

Load a mesh object from a file.

The mesh object is not automatically added to any sector.

Parameters:
fname is the VFS name of the file.
ssource is an optional stream source for faster loading.
iThreadedLoader::THREADED_INTERFACE4 ( LoadMeshObjectFactory  ,
const char *  cwd,
const char *  fname,
csRef< iStreamSource ssource = 0,
bool  do_verbose = false 
)

Load a Mesh Object Factory from a file.

Parameters:
fname is the VFS name of the file.
ssource is an optional stream source for faster loading.
iThreadedLoader::THREADED_INTERFACE4 ( LoadSoundWrapper  ,
const char *  cwd,
const char *  name,
const char *  fname,
bool  do_verbose = false 
)

New Sound System: Load a sound file, create sound data and create a wrapper object for it.

Parameters:
name of the sound.
fname is the VFS filename.
iThreadedLoader::THREADED_INTERFACE4 ( LoadSoundStream  ,
const char *  cwd,
const char *  fname,
int  mode3d,
bool  do_verbose = false 
)

New Sound System: Load a sound file and create a stream from it.

Parameters:
fname is the VFS filename.
mode3d is one of CS_SND3D_DISABLE, CS_SND3D_RELATIVE, or CS_SND3D_ABSOLUTE.
iThreadedLoader::THREADED_INTERFACE4 ( LoadImage  ,
const char *  cwd,
csRef< iDataBuffer buf,
int  Format = CS_IMGFMT_INVALID,
bool  do_verbose = false 
)

Load an image file.

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. This version reads the image from a data buffer.

iThreadedLoader::THREADED_INTERFACE4 ( LoadImage  ,
const char *  cwd,
const char *  Filename,
int  Format = CS_IMGFMT_INVALID,
bool  do_verbose = false 
)

Load an image file.

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.

Parameters:
result Result of the method call.
Filename VFS path to the image file to load.
Format The format of the image.
iThreadedLoader::THREADED_INTERFACE6 ( LoadTexture  ,
const char *  cwd,
csRef< iDataBuffer buf,
int  Flags = CS_TEXTURE_3D,
csRef< iTextureManager texman = 0,
csRef< iImage > *  image = 0,
bool  do_verbose = false 
)

Load an image as with LoadImage() and create a texture handle from it.

This version reads the image from a data buffer.

Parameters:
buf Buffer containing the image file data.
Flags 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.
tm Texture manager, used to determine the format the image is to be loaded in (defaults to CS_IMGFMT_TRUECOLOR if no texture manager is specified).
image Optionally returns a reference to the loaded image.
iThreadedLoader::THREADED_INTERFACE6 ( LoadTexture  ,
const char *  cwd,
const char *  Filename,
int  Flags = CS_TEXTURE_3D,
csRef< iTextureManager tm = 0,
csRef< iImage > *  image = 0,
bool  do_verbose = false 
)

Load an image as with LoadImage() and create a texture handle from it.

Parameters:
result Result of the method call.
Filename VFS path to the image file to load.
Flags 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.
tm Texture manager, used to determine the format the image is to be loaded in (defaults to CS_IMGFMT_TRUECOLOR if no texture manager is specified).
image Optionally returns a reference to the loaded image.
iThreadedLoader::THREADED_INTERFACE7 ( LoadBuffer  ,
const char *  cwd,
csRef< iDataBuffer buffer,
csRef< iCollection collection = 0,
csRef< iStreamSource ssource = 0,
csRef< iMissingLoaderData missingdata = 0,
uint  keepFlags = KEEP_ALL,
bool  do_verbose = false 
)

Load a file.

This is a smart function that will try to recognize what kind of file it is. It recognizes the following types of files:

  • 'world' file: in that case 'result' will be set to the engine.
  • 'library' file: 'result' will be 0.
  • 'meshfact' file: 'result' will be the mesh factory wrapper.
  • 'meshobj' file: 'result' will be the mesh wrapper.
  • 'meshref' file: 'result' will be the mesh wrapper.
  • 3ds/md2 models: 'result' will be the mesh factory wrapper.
  • 'portals' file: 'result' will be the portal's mesh wrapper.
  • 'light' file: 'result' will be the light.

Returns csLoadResult.
Note! In case a world file is loaded this function will NOT clear the engine!
Note! In case a mesh factory or mesh object is loaded this function will not actually do anything if checkDupes is true and the mesh or factory is already in memory (with that name). This function will still return true in that case and set 'result' to the correct object.

Parameters:
buffer is a buffer for the model contents.
collection is 0 by default which means that all loaded objects are either added to the default collection or not added to any collection, depending on the value of the keepFlags argument.
searchCollectionOnly is true by default which means that it will only find materials/factories/... from current collection if that is given.
checkDupes if true then materials, textures, and mesh factories will only be loaded if they don't already exist in the entire engine (ignoring collections). By default this is false because it is very legal for different world files to have different objects with the same name. Only use checkDupes == true if you know that your objects have unique names accross all world files.
ssource is an optional stream source for faster loading.
missingdata is an optional callback in case data is missing. The application can then provide that missing data in some other way.
keepFlags Use these to define whether or not you wish to guarantee that all loaded resources are kept (default to KEEP_ALL). KEEP_USED is useful when you are loading from a shared library containing more resources than you actually need (a world file loading from a shared library of textures for example).
iThreadedLoader::THREADED_INTERFACE7 ( LoadFile  ,
const char *  cwd,
const char *  fname,
csRef< iCollection collection = 0,
csRef< iStreamSource ssource = 0,
csRef< iMissingLoaderData missingdata = 0,
uint  keepFlags = KEEP_ALL,
bool  do_verbose = false 
)

Load a file.

This is a smart function that will try to recognize what kind of file it is. It recognizes the following types of files:

  • 'world' file: in that case 'result' will be set to the engine.
  • 'library' file: 'result' will be 0.
  • 'meshfact' file: 'result' will be the mesh factory wrapper.
  • 'meshobj' file: 'result' will be the mesh wrapper.
  • 'meshref' file: 'result' will be the mesh wrapper.
  • 3ds/md2 models: 'result' will be the mesh factory wrapper.
  • 'portals' file: 'result' will be the portal's mesh wrapper.
  • 'light' file: 'result' will be the light.

Returns csLoadResult.
Note! In case a world file is loaded this function will NOT clear the engine!
Note! In case a mesh factory or mesh object is loaded this function will not actually do anything if checkDupes is true and the mesh or factory is already in memory (with that name). This function will still return true in that case and set 'result' to the correct object.

Parameters:
fname is a VFS filename for the XML file.
collection is 0 by default which means that all loaded objects are either added to the default collection or not added to any collection, depending on the value of the keepFlags argument.
searchCollectionOnly is true by default which means that it will only find materials/factories/... from current collection if that is given.
checkDupes if true then materials, textures, and mesh factories will only be loaded if they don't already exist in the entire engine (ignoring collections). By default this is false because it is very legal for different world files to have different objects with the same name. Only use checkDupes == true if you know that your objects have unique names accross all world files.
ssource is an optional stream source for faster loading.
missingdata is an optional callback in case data is missing. The application can then provide that missing data in some other way.
keepFlags Use these to define whether or not you wish to guarantee that all loaded resources are kept (default to KEEP_ALL). KEEP_USED is useful when you are loading from a shared library containing more resources than you actually need (a world file loading from a shared library of textures for example).
iThreadedLoader::THREADED_INTERFACE7 ( LoadLibrary  ,
const char *  cwd,
csRef< iDocumentNode lib_node,
csRef< iCollection collection = 0,
csRef< iStreamSource ssource = 0,
csRef< iMissingLoaderData missingdata = 0,
uint  keepFlags = KEEP_ALL,
bool  do_verbose = false 
)

Load library from a 'library' node.

Parameters:
lib_node is the 'library' node from an XML document.
collection is 0 by default which means that all loaded objects are either added to the default collection or not added to any collection, depending on the value of the keepFlags argument.
searchCollectionOnly is true by default which means that it will only find materials/factories/... from current collection if that is given.
checkDupes if true then materials, textures, and mesh factories will only be loaded if they don't already exist in the entire engine (ignoring collections). By default this is false because it is very legal for different world files to have different objects with the same name. Only use checkDupes == true if you know that your objects have unique names accross all world files.
ssource is an optional stream source for faster loading.
missingdata is an optional callback in case data is missing. The application can then provide that missing data in some other way.
keepFlags Use these to define whether or not you wish to guarantee that all loaded resources are kept (default to KEEP_ALL). KEEP_USED is useful when you are loading from a shared library containing more resources than you actually need (a world file loading from a shared library of textures for example).
iThreadedLoader::THREADED_INTERFACE7 ( LoadLibraryFile  ,
const char *  cwd,
const char *  filename,
csRef< iCollection collection = 0,
csRef< iStreamSource ssource = 0,
csRef< iMissingLoaderData missingdata = 0,
uint  keepFlags = KEEP_ALL,
bool  do_verbose = false 
)

Load library from a VFS file.

Parameters:
filename is a VFS filename for the XML file.
collection is 0 by default which means that all loaded objects are either added to the default collection or not added to any collection, depending on the value of the keepFlags argument.
searchCollectionOnly is true by default which means that it will only find materials/factories/... from current collection if that is given.
checkDupes if true then materials, textures, and mesh factories will only be loaded if they don't already exist in the entire engine (ignoring collections). By default this is false because it is very legal for different world files to have different objects with the same name. Only use checkDupes == true if you know that your objects have unique names accross all world files.
ssource is an optional stream source for faster loading.
missingdata is an optional callback in case data is missing. The application can then provide that missing data in some other way.
keepFlags Use these to define whether or not you wish to guarantee that all loaded resources are kept (default to KEEP_ALL). KEEP_USED is useful when you are loading from a shared library containing more resources than you actually need (a world file loading from a shared library of textures for example).
iThreadedLoader::THREADED_INTERFACE8 ( LoadNode  ,
const char *  cwd,
csRef< iDocumentNode node,
csRef< iCollection collection = 0,
csRef< iSector sector = 0,
csRef< iStreamSource ssource = 0,
csRef< iMissingLoaderData missingdata = 0,
uint  keepFlags = KEEP_ALL,
bool  do_verbose = false 
)

Load a node.

This is a smart function that will try to recognize what kind of node it is. It recognizes the following types of nodes:

  • 'world' node: in that case 'result' will be set to the engine.
  • 'library' node: 'result' will be 0.
  • 'meshfact' node: 'result' will be the mesh factory wrapper.
  • 'meshobj' node: 'result' will be the mesh wrapper.
  • 'meshref' file: 'result' will be the mesh wrapper.
  • 'portals' file: 'result' will be the portal's mesh wrapper.
  • 'light' file: 'result' will be the light.


Note! In case a world node is loaded this function will NOT clear the engine!
Note! In case a mesh factory or mesh object is loaded this function will not actually do anything if checkDupes is true and the mesh or factory is already in memory (with that name). This function will still return true in that case and set 'result' to the correct object.

Parameters:
node is the node from which to read.
collection is 0 by default which means that all loaded objects are either added to the default collection or not added to any collection, depending on the value of the keepFlags argument.
searchCollectionOnly is true by default which means that it will only find materials/factories/... from current collection if that is given.
checkDupes if true then materials, textures, and mesh factories will only be loaded if they don't already exist in the entire engine (ignoring collections). By default this is false because it is very legal for different world files to have different objects with the same name. Only use checkDupes == true if you know that your objects have unique names accross all world files.
ssource is an optional stream source for faster loading.
missingdata is an optional callback in case data is missing. The application can then provide that missing data in some other way.
keepFlags Use these to define whether or not you wish to guarantee that all loaded resources are kept (default to KEEP_ALL). KEEP_USED is useful when you are loading from a shared library containing more resources than you actually need (a world file loading from a shared library of textures for example).
iThreadedLoader::THREADED_INTERFACE8 ( LoadMap  ,
const char *  cwd,
csRef< iDocumentNode world_node,
bool  clearEngine = true,
csRef< iCollection collection = 0,
csRef< iStreamSource ssource = 0,
csRef< iMissingLoaderData missingdata = 0,
uint  keepFlags = KEEP_ALL,
bool  do_verbose = false 
)

Load a map from the given 'world' node.

If 'clearEngine' is true then the current contents of the engine will be deleted before loading. If 'region' is not 0 then portals will only connect to the sectors in that region, things will only use thing templates defined in that region and meshes will only use mesh factories defined in that region. If the region is not 0 and curRegOnly is true then objects (materials, factories, ...) will only be found in the given region.

Parameters:
world_node is the 'world' node from an XML document.
clearEngine is true by default which means that the previous contents of the engine is cleared (all objects/sectors/... are removed).
collection is 0 by default which means that all loaded objects are not added to any collection. If you give a collection here then all loaded objects will be added to that collection.
searchCollectionOnly is true by default which means that it will only find materials/factories/... from current collection if that is given.
checkDupes if true then materials, textures, and mesh factories will only be loaded if they don't already exist in the entire engine (ignoring regions). By default this is false because it is very legal for different world files to have different objects with the same name. Only use checkDupes == true if you know that your objects have unique names accross all world files.
ssource is an optional stream source for faster loading.
missingdata is an optional callback in case data is missing. The application can then provide that missing data in some other way.
Set useProxyTextures to true if you're loading materials and textures from a library shared with other maps.
keepFlags Use these to define whether or not you wish to guarantee that all loaded resources are kept (default to KEEP_ALL). KEEP_USED is useful when you are loading from a shared library containing more resources than you actually need (a world file loading from a shared library of textures for example). This argument is only used in conjunction with Collections, and overrides the value of useProxyTextures in that case.
iThreadedLoader::THREADED_INTERFACE8 ( LoadMapFile  ,
const char *  cwd,
const char *  filename,
bool  clearEngine = true,
csRef< iCollection collection = 0,
csRef< iStreamSource ssource = 0,
csRef< iMissingLoaderData missingdata = 0,
uint  keepFlags = KEEP_ALL,
bool  do_verbose = false 
)

Load a map file.

If 'clearEngine' is true then the current contents of the engine will be deleted before loading. If 'region' is not 0 then portals will only connect to the sectors in that region, things will only use thing templates defined in that region and meshes will only use mesh factories defined in that region. If the region is not 0 and curRegOnly is true then objects (materials, factories, ...) will only be found in the given region.

Parameters:
filename is a VFS filename for the XML file.
clearEngine is true by default which means that the previous contents of the engine is cleared (all objects/sectors/... are removed).
collection is 0 by default which means that all loaded objects are added to the default collection. If you give a collection here then all loaded objects will be added to that collection (subject to keepFlags).
searchCollectionOnly is true by default which means that it will only find materials/factories/... from current collection if that is given.
checkDupes if true then materials, textures, and mesh factories will only be loaded if they don't already exist in the entire engine (ignoring collections). By default this is false because it is very legal for different world files to have different objects with the same name. Only use checkDupes == true if you know that your objects have unique names accross all world files.
ssource is an optional stream source for faster loading.
missingdata is an optional callback in case data is missing. The application can then provide that missing data in some other way.
Set useProxyTextures to true if you're loading materials and textures from a library shared with other maps.
keepFlags Use these to define whether or not you wish to guarantee that all loaded resources are kept (default to KEEP_ALL). KEEP_USED is useful when you are loading from a shared library containing more resources than you actually need (a world file loading from a shared library of textures for example). This argument is only used in conjunction with Collections, and overrides the value of useProxyTextures in that case.
iThreadedLoader::THREADED_INTERFACE9 ( LoadTexture  ,
const char *  cwd,
const char *  Name,
csRef< iDataBuffer buf,
int  Flags = CS_TEXTURE_3D,
csRef< iTextureManager texman = 0,
bool  reg = true,
bool  create_material = true,
bool  free_image = true,
bool  do_verbose = false 
)

Load a texture as with LoadTexture() above and register it with the engine.

This version reads the image from a data buffer.

Parameters:
Name The name that the engine will use for the wrapper.
buf Buffer containing the image file data.
Flags 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.
tm Texture manager, used to determine the format the image is to be loaded in (defaults to CS_IMGFMT_TRUECOLOR if no texture manager is specified).
reg if true then the texture and material will be registered to the texture manager. Set 'register' to false if you plan on calling 'iEnginePrepare()' later as that function will take care of registering too.
create_material if true then this function also creates a material for the texture.
free_image if true then after registration the loaded image will be removed immediatelly. This saves some memory. Set to false if you want to keep it. free_image is ignored if reg is false.

The documentation for this struct was generated from the following file:

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