Composites multiple texture layers into a single character skin texture.
void reset(unsigned int _layoutSizeId)
std::vector< CharTextureComponent > m_components
CharTexture(unsigned int _layoutSizeId=0)
unsigned int layoutSizeId
void compose(GLuint texID)
void burnComponent(SoftwareImage &destImage, CharTextureComponent &) const
static SoftwareImage * gameFileToQImage(GameFile *file)
void addComponent(CharTextureComponent c)
static std::map< int, std::pair< LayoutSize, std::map< int, CharRegionCoords > > > LAYOUTS
static void initRegions()
void addLayer(GameFile *file, int region, int layer, int blendMode=1)
A single texture layer to be composited onto the character skin.
bool operator<(const CharTextureComponent &c) const