
// SPT - File streaming
// Or, how to load an SPT file into Vram without all that tedious messing about with intermediate RAM buffers

#ifndef _SPT_STREAM_H_
#define _SPT_STREAM_H_

#ifndef __ISLTEX_H__
#include <isltex.h>
#endif

unsigned char *streamLoad(unsigned char *fName, int *length);
TextureBankType *streamLoadSpt(char *fName, int n_tms);


//			TextureBankType *plan_bank;
//			TextureBankType *inventory_bank;

// (from showing the inventory screen, to the plan screen)
//			textureUnloadBank(inventory_bank);
//			inventory_bank = NULL;
//			plan_bank = streamLoadSpt("FRONTEND\\PLAN.SPT",20);

// (returning to the inventory)
//			textureUnloadBank(plan_bank);
//			plan_bank = NULL;
//			inventory_bank = streamLoadSpt("FRONTEND\\INVENTORY1.SPT",20);



// Sigh. Make the sprite streamer just use the primbuffer as a huge temporary buffer, rather than doing the techie streaming stuff.
// Ohwell. Going via the primbuffer means a smaller memory footprint whilst "streaming", and hopefully gets rid of the map-screen crash.
#define LOAD_VIA_PRIMBUFFER


#ifdef LOAD_VIA_PRIMBUFFER
extern TextureBankType sptstream_static_bank;
#endif

#endif
