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c_cpp
2 years ago
584 B
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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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