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Pixmap fails to load Leadwerks texture format.


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Go to solution Solved by Josh,

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This example shows that if you were to load a Leadwerks texture via Pixmap, it'll fail to load. If you replace the .tex file with a .dds, it'll work.

#include "UltraEngine.h"
#include "ComponentSystem.h"

using namespace UltraEngine;

const bool DecompileTexture(const WString& pszInput, const WString& pszOutput)
{
    // Load the image
    std::shared_ptr<Pixmap> pixmap = LoadPixmap(pszInput);
    if (pixmap == NULL)
    {
        Print(L"Error: Failed to load pixmap  \"" + pszInput + L"\"...");
        return false;
    }

    //Convert to RGBA if needed
    if (pixmap->format != TEXTURE_RGBA)
    {
        pixmap = pixmap->Convert(TEXTURE_RGBA);
    }

    // Resave the image
    if (!pixmap->Save(pszOutput))
    {
        Print(L"Error: Failed to save image  \"" + pszOutput + L"\"...");
        return false;
    }

    return true;
}

int main(int argc, const char* argv[])
{
	auto image_plugin = UltraEngine::LoadPlugin("Plugins/FITextureLoader");

    if (image_plugin == NULL)
    {
        Print(L"Error: Failed to locate \"Plugins/FITextureLoader""\"...");
        return 1;
    }
		
    auto in = "defaultmeshface.tex";
    auto out = "defaultmeshface.bmp";

    DecompileTexture(in, out);
  	return 0;
}

 

defaultmeshface.zip

  • Thanks 1

Cyclone - Ultra Game System - Component PreprocessorTex2TGA - Darkness Awaits Template (Leadwerks)

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