Update and enable our VTF loader.
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@ -7240,10 +7240,10 @@ static struct pendingtextureinfo *Image_ReadVTFFile(unsigned int flags, const ch
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unsigned int numresources;
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} *vtf;
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fmtfmt_t vmffmt, lrfmt;
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unsigned int bw, bh, bb;
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unsigned int bw, bh, bd, bb;
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qbyte *end = filedata + filesize;
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unsigned int face, faces, frame, frames, miplevel, miplevels, img;
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unsigned int w, h;
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unsigned int faces, frame, frames, miplevel, miplevels, img;
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unsigned int w, h, d = 1;
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size_t datasize;
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unsigned int version;
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@ -7294,10 +7294,10 @@ static struct pendingtextureinfo *Image_ReadVTFFile(unsigned int flags, const ch
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filedata += vtf->headersize;
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//and skip the low-res image too.
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if (vtf->lowreswidth && vtf->lowresheight)
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Image_BlockSizeForEncoding(ImageVTF_VtfToFTE(lrfmt), &bb, &bw, &bh);
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Image_BlockSizeForEncoding(ImageVTF_VtfToFTE(lrfmt), &bb, &bw, &bh, &bd);
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else
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bb=bw=bh=1;
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datasize = ((vtf->lowreswidth+bw-1)/bw) * ((vtf->lowresheight+bh-1)/bh) * bb;
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bb=bw=bh=bd=1;
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datasize = ((vtf->lowreswidth+bw-1)/bw) * ((vtf->lowresheight+bh-1)/bh) * ((1/*vtf->lowresdepth*/+bd-1)/bd) * bb;
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filedata += datasize;
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}
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@ -7307,7 +7307,7 @@ static struct pendingtextureinfo *Image_ReadVTFFile(unsigned int flags, const ch
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mips->type = (vtf->flags & 0x4000)?PTI_CUBE:PTI_2D;
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mips->encoding = ImageVTF_VtfToFTE(vmffmt);
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Image_BlockSizeForEncoding(mips->encoding, &bb, &bw, &bh);
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Image_BlockSizeForEncoding(mips->encoding, &bb, &bw, &bh, &bd);
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miplevels = vtf->mipmapcount;
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frames = 1;//vtf->numframes;
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@ -7335,7 +7335,7 @@ static struct pendingtextureinfo *Image_ReadVTFFile(unsigned int flags, const ch
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w = 1;
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if (!h)
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h = 1;
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datasize = ((w+bw-1)/bw) * ((h+bh-1)/bh) * bb;
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datasize = ((w+bw-1)/bw) * ((h+bh-1)/bh) * ((d+bd-1)/bd) * bb;
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for (frame = 0; frame < vtf->numframes; frame++)
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{
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if (miplevel < miplevels)
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@ -106,7 +106,7 @@
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#define IMAGEFMT_BMP //windows bmp. yuck. also includes .ico for the luls
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#define IMAGEFMT_PCX //paletted junk. required for qw player skins, q2 and a few old skyboxes.
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#define IMAGEFMT_EXR //openexr, via Industrial Light & Magic's rgba api, giving half-float data.
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//#define IMAGEFMT_VTF //hl2 image format
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#define IMAGEFMT_VTF //HalfLife2's image format (also enables its materials format)
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#define AVAIL_PNGLIB //.png image format support (read+screenshots)
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#define AVAIL_JPEGLIB //.jpeg image format support (read+screenshots)
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//#define AVAIL_STBI //make use of Sean T. Barrett's lightweight public domain stb_image[_write] single-file-library, to avoid libpng/libjpeg dependancies.
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