void Body::Load_Texture(AppTest* app, std::string filename, std::string mat_name ) { csColor* transp; iTextureList* texturelist; csRef engine = app->GetEngine(); if (!engine) printf("Star::Load_Texture: Failed to locate iEngine renderer!"); transp = new csColor; transp->Set(1,0,1); // Create a Texture from a image file on VFS if ( !engine->CreateTexture ( mat_name.c_str() , filename.c_str() , transp , CS_TEXTURE_3D ) ) { printf("Star::Load_Texture: Failed loading Texture %s\n" , filename.c_str() ); } // Use the texture to create a Material texturelist = engine->GetTextureList(); engine->CreateMaterial ( mat_name.c_str() , texturelist->FindByName(mat_name.c_str()) ); iMaterialWrapper* mat = engine->GetMaterialList ()->FindByName (mat_name.c_str() ); if ( !mat ) { printf(" Star::Load_Texture: Material %s not found!\n",mat_name.c_str() ); } // Now add the texture to the mesh if (!mesh->GetMeshObject ()->SetMaterialWrapper (mat)) printf ("Body::Load_Texture: Error SetMaterialWrapper failed\n") ; }