REVIEWED: LoadImageFromTexture() for Wasm https://github.com/raysan5/rguistyler/issues/10

Let's see if it breaks on some other platform...
This commit is contained in:
Ray
2026-06-16 13:01:50 +02:00
parent 3973766b84
commit efef4e31dd
2 changed files with 18 additions and 7 deletions

View File

@@ -3777,9 +3777,17 @@ void *rlReadTexturePixels(unsigned int id, int width, int height, int format)
// Attach our texture to FBO
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0);
#if defined(FBO_READ_TEXTURE_AS_RGBA)
// Reading data as RGBA because FBO texture is configured as RGBA, despite binding another texture format
pixels = RL_CALLOC(rlGetPixelDataSize(width, height, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8), 1);
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
#else
// Reading data as original texture format, in some platforms (RPI, Wasm) it works
pixels = (unsigned char *)RL_MALLOC(GetPixelDataSize(texture.width, texture.height, texture.format));
unsigned int glInternalFormat = 0, glFormat = 0, glType = 0;
rlGetGlTextureFormats(texture.format, &glInternalFormat, &glFormat, &glType);
glReadPixels(0, 0, texture.width, texture.height, glFormat, glType, pixels);
#endif
glBindFramebuffer(GL_FRAMEBUFFER, 0);