Redesign shader system and more

Shader system has been completely redesigned
Added support for multiple texture color modes
This commit is contained in:
raysan5
2015-03-01 16:00:52 +01:00
parent ee4b553c2a
commit c062f8d4fe
6 changed files with 247 additions and 196 deletions

View File

@@ -306,7 +306,7 @@ Texture2D LoadTexture(const char *fileName)
if (image.compFormat == 0)
{
texture.id = rlglLoadTexture(image.data, image.width, image.height, false);
texture.id = rlglLoadTexture(image.data, image.width, image.height, R8G8B8A8, false);
}
else
{
@@ -352,6 +352,8 @@ Texture2D LoadTexture(const char *fileName)
return texture;
}
// TODO: Texture2D LoadTextureEx(const char *imageData, int width, int height, int colorMode)
// Load a texture from image data
// NOTE: image is not unloaded, it must be done manually
Texture2D LoadTextureFromImage(Image image, bool genMipmaps)
@@ -380,7 +382,7 @@ Texture2D LoadTextureFromImage(Image image, bool genMipmaps)
}
// NOTE: rlglLoadTexture() can generate mipmaps (POT image required)
texture.id = rlglLoadTexture(imgData, image.width, image.height, genMipmaps);
texture.id = rlglLoadTexture(imgData, image.width, image.height, R8G8B8A8, genMipmaps);
texture.width = image.width;
texture.height = image.height;