Comments (2)
Hmm, good question.
We'd probably need to look into miniquads Texture
type and how it can be serialized.
From what I can see our only option would be to use gl_internal_id
to get the raw OpenGL-handle which we could then probably use to copy the texture GPU-buffer into a CPU-one that we specify, similar to how it works in ggez.
That would require to use some raw OpenGL-calls, accessible through the gl-context that is provided through the miniquad-context which is part of the gwg-context. But, I am not that used to working with OpenGL directly, so I don't spontaneously know what the necessary steps / functions would be exactly and I'm currently sadly a bit busy, so it's not very likely that I'll look into it soon, but I'll try to do so once things get better (which will probably take a couple of weeks sadly). That and working out the asset-cache-thing so that we can finally upgrade to newer miniquad versions...
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No issues, I managed to do the same with the image crate. Something like:
image = include_bytes!("../resources/image.png");
rgba = image::load_from_memory(image).unwrap().to_rgba().into_raw();
Thanks !
from good-web-game.
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