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cross compile build script
[fishladder.git]
/
vg
/
vg_tex.h
diff --git
a/vg/vg_tex.h
b/vg/vg_tex.h
index a9c24c0a68cd4e27e58cc801c248a0b521c8e842..4c14540ca431a4b5404534dc5d44f27938e04467 100644
(file)
--- a/
vg/vg_tex.h
+++ b/
vg/vg_tex.h
@@
-12,6
+12,11
@@
struct vg_tex2d
GLuint name;
};
GLuint name;
};
+struct vg_sprite
+{
+ v4f uv_xywh;
+};
+
static void vg_tex2d_bind( vg_tex2d *tex, u32 id )
{
glActiveTexture( GL_TEXTURE0 + id );
static void vg_tex2d_bind( vg_tex2d *tex, u32 id )
{
glActiveTexture( GL_TEXTURE0 + id );
@@
-55,8
+60,6
@@
static inline void vg_tex2d_clamp(void)
static GLuint vg_tex2d_rgba( const char *path )
{
static GLuint vg_tex2d_rgba( const char *path )
{
- int x,y;
-
i64 length;
u8 *src_data = vg_asset_read_s( path, &length );
i64 length;
u8 *src_data = vg_asset_read_s( path, &length );
@@
-66,9
+69,10
@@
static GLuint vg_tex2d_rgba( const char *path )
if( src_data )
{
if( src_data )
{
- u8 *tex_buffer = qoi_decode( src_data, length, &x, &y, 4 );
+ qoi_desc info;
+ u8 *tex_buffer = qoi_decode( src_data, length, &info, 4 );
- glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA,
x, y
, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_buffer );
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA,
info.width, info.height
, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_buffer );
free( tex_buffer );
free( src_data );
free( tex_buffer );
free( src_data );