Small change to test_app.c. Committing as I'm reconfiguring local clone of the repo so I don't lose the work
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@@ -66,8 +66,11 @@ WASM_EXPORT(App_ResourceLoaded) void App_ResourceLoaded(int resourceIndex, int f
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{
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{
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PrintLine_D("Parsed image: %p %dx%d %d channel(s)", textureBytes, imageWidth, imageHeight, imageChannelCount);
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PrintLine_D("Parsed image: %p %dx%d %d channel(s)", textureBytes, imageWidth, imageHeight, imageChannelCount);
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#if 0
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//NOTE: Firefox claims that this is deprecated?
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jsGlPixelStorei(GL_UNPACK_FLIP_Y_WEBGL, true);
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#else
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//We need to reverse the rows of pixels so the image is not upside-down
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//We need to reverse the rows of pixels so the image is not upside-down
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//TODO: Replace with GL_UNPACK_FLIP_Y_WEBGL
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u32 rowWidth = imageWidth * sizeof(u32);
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u32 rowWidth = imageWidth * sizeof(u32);
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u8* tempRowBuffer = AllocArray(u8, scratch, rowWidth);
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u8* tempRowBuffer = AllocArray(u8, scratch, rowWidth);
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for (int yIndex = 0; yIndex < imageHeight/2; yIndex++)
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for (int yIndex = 0; yIndex < imageHeight/2; yIndex++)
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@@ -76,6 +79,8 @@ WASM_EXPORT(App_ResourceLoaded) void App_ResourceLoaded(int resourceIndex, int f
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memcpy(&textureBytes[yIndex * rowWidth], &textureBytes[(imageHeight-1 - yIndex) * rowWidth], rowWidth);
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memcpy(&textureBytes[yIndex * rowWidth], &textureBytes[(imageHeight-1 - yIndex) * rowWidth], rowWidth);
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memcpy(&textureBytes[(imageHeight-1 - yIndex) * rowWidth], tempRowBuffer, rowWidth);
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memcpy(&textureBytes[(imageHeight-1 - yIndex) * rowWidth], tempRowBuffer, rowWidth);
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}
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}
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#endif
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#if 0
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#if 0
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for (int yIndex = 0; yIndex < imageHeight; yIndex++)
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for (int yIndex = 0; yIndex < imageHeight; yIndex++)
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{
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{
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@@ -95,7 +100,6 @@ WASM_EXPORT(App_ResourceLoaded) void App_ResourceLoaded(int resourceIndex, int f
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jsGlActiveTexture(GL_TEXTURE0);
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jsGlActiveTexture(GL_TEXTURE0);
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jsGlBindTexture(GL_TEXTURE_2D, app.testTexture);
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jsGlBindTexture(GL_TEXTURE_2D, app.testTexture);
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// jsGlPixelStorei(GL_UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
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// jsGlPixelStorei(GL_UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
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// jsGlPixelStorei(GL_UNPACK_FLIP_Y_WEBGL, true);
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jsGlTexImage2D(
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jsGlTexImage2D(
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GL_TEXTURE_2D, //bound texture type
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GL_TEXTURE_2D, //bound texture type
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0, //image level
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0, //image level
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