glBindTexture( GL_TEXTURE_2D, texture_name );
vg_linear_clear( vg_mem.scratch );
- void *file = vg_file_read( vg_mem.scratch, path );
+ u32 size;
+ void *file = vg_file_read( vg_mem.scratch, path, &size );
if( file )
{
qoi_desc info;
-
- u32 size = vg_file_size( vg_mem.scratch );
u8 *tex_buffer = qoi_decode( file, size, &info, 4 );
if( tex_buffer )