PNG is now a resource.
You can now load textures threaded. PNG will now throw exceptions when errors happend SpriteComponent is now working without billboarding.
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@@ -2,24 +2,25 @@
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Texture::Texture(std::string path)
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{
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PNG* img = ResourceManager::Load<PNG, true>(path); //TODO: Make this threaded. Catch exeptions in all other load places.
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PNG image(path);
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//PNG image(path);
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if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
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//image = PNG("Textures/Core/ErrorTexture.png");
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return; // Temporary fix to remove crash
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/*
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if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
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LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
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return;
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}*/
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}
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//if (img->Width == 0 && img->Height == 0 || img->Format == Image::ImageFormat::Unknown) {
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// //image = PNG("Textures/Core/ErrorTexture.png");
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// //return; // Temporary fix to remove crash
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this->Width = image.Width;
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this->Height = image.Height;
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// if (img->Width == 0 && img->Height == 0 || img->Format == Image::ImageFormat::Unknown) {
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// LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
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// return;
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// }
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//}
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this->Width = img->Width;
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this->Height = img->Height;
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GLint format;
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switch (image.Format) {
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switch (img->Format) {
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case Image::ImageFormat::RGB:
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format = GL_RGB;
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break;
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@@ -32,7 +33,7 @@ Texture::Texture(std::string path)
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glGenTextures(1, &m_Texture);
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glBindTexture(GL_TEXTURE_2D, m_Texture);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, format, image.Width, image.Height, 0, format, GL_UNSIGNED_BYTE, image.Data);
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glTexImage2D(GL_TEXTURE_2D, 0, format, img->Width, img->Height, 0, format, GL_UNSIGNED_BYTE, img->Data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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