Workaround dumb custom texture loading logic so that D3D11, GL core (used on OS X) and GLES code paths have less broken custom textures.

This commit is contained in:
Tony Wasserka 2013-11-07 17:05:43 +01:00
parent 65e0579d9f
commit ca2a79d0bd

View File

@ -109,6 +109,11 @@ PC_TexFormat GetHiresTex(const std::string& filename, unsigned int* pWidth, unsi
switch (texformat)
{
// TODO(neobrain): This function currently has no way to enforce RGBA32
// output, which however is required on some configurations to function
// properly. As a lazy workaround, we hence disable the optimized code
// path for now.
#if 0
case GX_TF_I4:
case GX_TF_I8:
case GX_TF_IA4:
@ -126,6 +131,7 @@ PC_TexFormat GetHiresTex(const std::string& filename, unsigned int* pWidth, unsi
}
returnTex = PC_TEX_FMT_IA8;
break;
#endif
default:
*required_size = width * height * 4;
if (data_size < *required_size)