feat: force always 4 channels per texture
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@ -10,7 +10,7 @@ std::unique_ptr<Texture> Texture::LoadFile(const std::string& filename) {
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auto texture = std::make_unique<Texture>();
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int w, h, c;
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unsigned char *data = stbi_load(filename.c_str(), &w, &h, &c, 0);
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unsigned char *data = stbi_load(filename.c_str(), &w, &h, &c, 4);
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if (!data) {
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std::cerr << "ERROR: Failed to load texture under '" << filename << "'" << std::endl;
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std::exit(1);
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@ -26,7 +26,7 @@ std::unique_ptr<Texture> Texture::LoadFile(const std::string& filename) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// TODO: automatically detect values for this function
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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std::cout << "Loaded texture under '" << filename << "' with size of " << sizeof(data) << " bytes" << std::endl;
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