in case of bad img load, we use red texture as it works with the same value in big and little endian
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1 changed files with 10 additions and 6 deletions
16
src/utils.c
16
src/utils.c
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@ -31,18 +31,22 @@ void load_img(const char *filename, GLuint texture) {
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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SDL_Surface *s = NULL;
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if (!(s = IMG_Load(filename))) {
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fprintf(stderr, "Erreur de chargement de l'image (IMG_Load)\n");
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fprintf(stderr, "Erreur de chargement de l'image (IMG_Load)\n"
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"Using red color instead\n");
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GLuint p = 0xFF0000FF;
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE,
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&p);
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} else {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, s->w, s->h, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, s->pixels);
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SDL_FreeSurface(s);
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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, s->w, s->h, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, s->pixels);
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SDL_FreeSurface(s);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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