Fixed colors in shaders.

This commit is contained in:
2023-04-02 17:45:46 -07:00
parent b3f58ed0ec
commit b20c099fc0
3 changed files with 13 additions and 6 deletions

View File

@ -21,8 +21,8 @@ int32_t TextureTool::start() {
if(!in.open(FILE_MODE_READ)) return 1;
int w, h, channels;
auto dataImage = stbi_load_from_file(in.file, &w, &h, &channels, STBI_rgb_alpha);
if(dataImage == NULL) {
auto imageRaw = stbi_load_from_file(in.file, &w, &h, &channels, STBI_rgb_alpha);
if(imageRaw == NULL) {
std::cout << "Failed to load input texture!" << std::endl;
return 1;
}
@ -30,6 +30,12 @@ int32_t TextureTool::start() {
// Convert to floating points
size_t len = STBI_rgb_alpha * w * h;
uint8_t *dataImage = (uint8_t*)malloc(sizeof(uint8_t) * len);
for(size_t i = 0; i < len; i++) {
auto dataIn = imageRaw[i];
dataImage[i] = dataIn;
}
stbi_image_free(imageRaw);
// Open and create output
File out(flags["output"] + ".texture");
@ -55,7 +61,7 @@ int32_t TextureTool::start() {
std::cout << "Failed to write texture data for " << out.filename << std::endl;
return 1;
}
stbi_image_free(dataImage);
free(dataImage);
return 0;
}