// File format designed by Mark Sibly for the Blitz3D engine and has been\r
// declared public domain\r
\r
-#include "IrrCompileConfig.h"\r
\r
#ifndef __C_B3D_MESH_LOADER_H_INCLUDED__\r
#define __C_B3D_MESH_LOADER_H_INCLUDED__\r
\r
//! returns true if the file maybe is able to be loaded by this class\r
//! based on the file extension (e.g. ".bsp")\r
- virtual bool isALoadableFileExtension(const io::path& filename) const _IRR_OVERRIDE_;\r
+ bool isALoadableFileExtension(const io::path& filename) const override;\r
\r
//! creates/loads an animated mesh from the file.\r
//! \return Pointer to the created mesh. Returns 0 if loading failed.\r
//! If you no longer need the mesh, you should call IAnimatedMesh::drop().\r
//! See IReferenceCounted::drop() for more information.\r
- virtual IAnimatedMesh* createMesh(io::IReadFile* file) _IRR_OVERRIDE_;\r
+ IAnimatedMesh* createMesh(io::IReadFile* file) override;\r
\r
private:\r
\r
bool readChunkTEXS();\r
bool readChunkBRUS();\r
\r
- void loadTextures(SB3dMaterial& material) const;\r
-\r
void readString(core::stringc& newstring);\r
void readFloats(f32* vec, u32 count);\r
\r
\r
core::array<video::S3DVertex2TCoords> BaseVertices;\r
\r
- ISceneManager* SceneManager;\r
CSkinnedMesh* AnimatedMesh;\r
io::IReadFile* B3DFile;\r
\r