DEADSOFTWARE

added Vampyre Imaging Library; now textures can be in various formats, including...
[d2df-sdl.git] / src / game / g_map.pas
index 7b1b1d73240fa4ab6951a76fce70715df64d7739..8445e7825e307e89348d740d87c6779970f3362c 100644 (file)
@@ -1,3 +1,4 @@
+{$MODE DELPHI}
 unit g_map;
 
 interface
@@ -422,7 +423,7 @@ begin
   if WAD.GetResource(SectionName, TextureName, TextureData, ResLength) then
     begin
       SetLength(Textures, Length(Textures)+1);
-      if not e_CreateTextureMem(TextureData, Textures[High(Textures)].TextureID) then
+      if not e_CreateTextureMem(TextureData, ResLength, Textures[High(Textures)].TextureID) then
         Exit;
       e_GetTextureSize(Textures[High(Textures)].TextureID,
                        @Textures[High(Textures)].Width,
@@ -536,7 +537,7 @@ begin
   with Textures[High(Textures)] do
   begin
   // Ñîçäàåì êàäðû àíèì. òåêñòóðû èç ïàìÿòè:
-    if g_Frames_CreateMemory(@FramesID, '', TextureData,
+    if g_Frames_CreateMemory(@FramesID, '', TextureData, ResLength,
          _width, _height, _framecount, _backanimation) then
       begin
         TextureName := RecName;