#include "AssetLoaderClipMap.h" #include "Game/T6/T6.h" #include "ObjLoading.h" using namespace T6; void* AssetLoaderClipMapBase::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) { auto* asset = memory->Alloc(); asset->name = memory->Dup(assetName.c_str()); return asset; } asset_type_t AssetLoaderClipMap::GetHandlingAssetType() const { return ASSET_TYPE_CLIPMAP; } asset_type_t AssetLoaderClipMapPvs::GetHandlingAssetType() const { return ASSET_TYPE_CLIPMAP_PVS; }