Re: [hlcoders] not a HL coding question

2004-01-08 Thread Tony \omega\ Sergi
you could have just kept the data when you load the textures in the first place. would be easier that way, no? just place the data in another pointer or something, and don't free it after it uploads to opengl. then you have the texture objects (indices) for the card, and the actual data you

Re[2]: [hlcoders] not a HL coding question

2004-01-08 Thread Vyacheslav Djura
Hello Tony, ToS you could have just kept the data when you load the textures in the ToS first place. would be easier that way, no? just place the data in ToS another pointer or something, and don't free it after it uploads to ToS opengl. then you have the texture objects (indices) for the card,

RE: [hlcoders] DoD pPlayer-v.playerclass

2004-01-08 Thread Matt Boone
enum { PLAYERCLASS_UNDEFINED = 0, //Allied classes PLAYERCLASS_LIGHTINF_GARAND, PLAYERCLASS_LIGHTINF_CARBINE, PLAYERCLASS_ASSAULT_TOMMY, PLAYERCLASS_ASSAULT_GREASE, PLAYERCLASS_SNIPER, PLAYERCLASS_HEAVYWEAPONS,