Closed woollybah closed 6 years ago
Instead of incorporating stuff via eg. a "make.bmk"-snippet (all png/jpg/...files in a "projectpath/assets" folder) I would prefer the port of the texture compiler.
Things should be as convenient for the "end developers" as usual: LoadImage(bla)
and they should be able to use the image either as TPixmap
, or whatever else is needed.
As Max2D
might get replaced somewhen by bgfxMax2D you could also extend the TPixmap/TImage-classes to get the desired functionality you need for bgfx.
We are happy to accept PRs for ports :-)
Think the basics should be working first - to test out if what was ported (or written from scratch) works as intended ;)
Implemented a texturec module.
bgfx requires textures to be of a certain format : DDS, KTX or PVR texture data.
We don't currently have a direct way to take (say) a .png and load it as a bgfx texture instance.
There is a command-line texture compiler available with bgfx. This may be all that's required, and assume that the developer will convert their images into a compatible format - which could then be loaded by the app at runtime (incbin/stream/etc).
Or we port/wrap the texture compiler so that it can be used inline.