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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@@ -1,2 +1,19 @@
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#include "Rendering/Util/CommonFunctions.h"
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Texture* CommonFunctions::LoadTexture(std::string path, bool threaded)
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{
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Texture* img;
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try {
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if(threaded) {
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img = ResourceManager::Load<Texture, true>(path);
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} else {
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img = ResourceManager::Load<Texture, false>(path);
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}
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} catch (const Resource::StillLoadingException&) {
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img = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
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} catch (const std::exception&) {
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img = nullptr;
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}
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return img;
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}
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