mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
set cubemapsaver profile to one that preserves sizes
also aug size mismatches for the popup so they're reported
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797020286b
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0527865462
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@ -198,8 +198,8 @@ bool GFXD3D11TextureObject::copyToBmp(GBitmap* bmp)
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PROFILE_START(GFXD3D11TextureObject_copyToBmp);
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AssertFatal(bmp->getWidth() == getWidth(), "GFXD3D11TextureObject::copyToBmp - source/dest width does not match");
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AssertFatal(bmp->getHeight() == getHeight(), "GFXD3D11TextureObject::copyToBmp - source/dest height does not match");
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AssertFatal(bmp->getWidth() == getWidth(), avar("GFXGLTextureObject::copyToBmp - Width mismatch: %i vs %i", bmp->getWidth(), getWidth()));
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AssertFatal(bmp->getHeight() == getHeight(), avar("GFXGLTextureObject::copyToBmp - Height mismatch: %i vs %i", bmp->getHeight(), getHeight()));
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const U32 mipLevels = getMipLevels();
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bmp->setHasTransparency(mHasTransparency);
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@ -56,7 +56,7 @@ namespace CubemapSaver
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for (U32 face = 0; face < CubeFaces; face++)
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{
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pTextures[face].set(faceSize, faceSize, targetFmt,
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&GFXStaticTextureProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
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&GFXTexturePersistentProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
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mipLevels, GFXTextureManager::AA_MATCH_BACKBUFFER);
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// yep t3d has funky z up, need to change the face order
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@ -162,8 +162,8 @@ bool GFXGLTextureObject::copyToBmp(GBitmap * bmp)
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if (mFormat != GFXFormatR16G16B16A16F && mFormat != GFXFormatR8G8B8A8 && mFormat != GFXFormatR8G8B8A8_LINEAR_FORCE && mFormat != GFXFormatR8G8B8A8_SRGB)
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return false;
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AssertFatal(bmp->getWidth() == getWidth(), "GFXGLTextureObject::copyToBmp - invalid size");
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AssertFatal(bmp->getHeight() == getHeight(), "GFXGLTextureObject::copyToBmp - invalid size");
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AssertFatal(bmp->getWidth() == getWidth(), avar("GFXGLTextureObject::copyToBmp - Width mismatch: %i vs %i", bmp->getWidth(), getWidth()));
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AssertFatal(bmp->getHeight() == getHeight(), avar("GFXGLTextureObject::copyToBmp - Height mismatch: %i vs %i", bmp->getHeight(), getHeight()));
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PROFILE_SCOPE(GFXGLTextureObject_copyToBmp);
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