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add ability to load .dds, .tga, and .jpeg texture formats #1038

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merged 3 commits into from
Dec 10, 2020

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blunted2night
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controled by non-defaulted features of the same name

@Moxinilian Moxinilian added C-Enhancement A new feature A-Rendering Drawing game state to the screen labels Dec 9, 2020
@cart
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cart commented Dec 10, 2020

Two small notes:

  • In general I would prefer to not use macros in cases like this. It might involve a bit of extra code duplication, but it improves debuggability / legibility.
  • In this case I think the macro conversation isn't super important because this seems like the right call:
const FILE_EXTENSIONS: &[&str] = &["png", "dds", "tga", "jpg", "jpeg"];

impl AssetLoader for ImageTextureLoader {
    fn load<'a>(
        &'a self,
        bytes: &'a [u8],
        load_context: &'a mut LoadContext,
    ) -> BoxedFuture<'a, Result<()>> {
        Box::pin(async move {
            use bevy_core::AsBytes;

            // Find the image type we expect. A file with the extension "png" should
            // probably load as a PNG.

            let ext = load_context.path().extension().unwrap().to_str().unwrap();

            let img_format = image::ImageFormat::from_extension(ext)
                .ok_or_else(|| {
                    format!(
                    "Unexpected image format {:?} for file {}, this is an error in `bevy_render`.",
                    ext,
                    load_context.path().display()
                )
                })
                .unwrap();

@blunted2night
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That is much better, I updated the pull request.

@cart cart merged commit 9239621 into bevyengine:master Dec 10, 2020
@blunted2night blunted2night deleted the expanded-img-formats branch December 12, 2020 16:23
@fopsdev fopsdev mentioned this pull request Jan 24, 2021
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4 participants