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c_cpp
2 years ago
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gTextureHeapMin = grTexMinAddress(GR_TMU0); gTextureHeapMax = grTexMaxAddress(GR_TMU0); Gu3dfInfo info; gu3dfGetInfo(fileName, &info); FxU32 required = grTexCalcMemRequired(info.header.small_lod, info.header.large_lod, info.header.aspect_ratio, info.header.format); if (gTextureHeapMin + gTextureHeapUsage + required > gTextureHeapMax) { printf("Failed to allocate texture %s: VRAM exhausted\n", fileName); exit(-1); } FxU32 linearAddr = gTextureHeapMin + gTextureHeapUsage; info.data = malloc(info.mem_required); gu3dfLoad(fileName, &info);
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