reepblue Posted January 26, 2023 Share Posted January 26, 2023 This example shows that if you were to load a Leadwerks texture via Pixmap, it'll fail to load. If you replace the .tex file with a .dds, it'll work. #include "UltraEngine.h" #include "ComponentSystem.h" using namespace UltraEngine; const bool DecompileTexture(const WString& pszInput, const WString& pszOutput) { // Load the image std::shared_ptr<Pixmap> pixmap = LoadPixmap(pszInput); if (pixmap == NULL) { Print(L"Error: Failed to load pixmap \"" + pszInput + L"\"..."); return false; } //Convert to RGBA if needed if (pixmap->format != TEXTURE_RGBA) { pixmap = pixmap->Convert(TEXTURE_RGBA); } // Resave the image if (!pixmap->Save(pszOutput)) { Print(L"Error: Failed to save image \"" + pszOutput + L"\"..."); return false; } return true; } int main(int argc, const char* argv[]) { auto image_plugin = UltraEngine::LoadPlugin("Plugins/FITextureLoader"); if (image_plugin == NULL) { Print(L"Error: Failed to locate \"Plugins/FITextureLoader""\"..."); return 1; } auto in = "defaultmeshface.tex"; auto out = "defaultmeshface.bmp"; DecompileTexture(in, out); return 0; } defaultmeshface.zip 1 Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Solution Josh Posted January 26, 2023 Solution Share Posted January 26, 2023 An update is now available. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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