Fixes cases where the runtime ResourceLoader cannot load gltf images.
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@ -3124,10 +3124,11 @@ Error GLTFDocument::_parse_images(Ref<GLTFState> p_state, const String &p_base_p
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// API for that in Godot, so we'd have to load as a buffer (i.e. embedded in
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// the material), so we do this only as fallback.
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Ref<Texture2D> texture = ResourceLoader::load(uri);
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String extension = uri.get_extension().to_lower();
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if (texture.is_valid()) {
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p_state->images.push_back(texture);
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continue;
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} else if (mimetype == "image/png" || mimetype == "image/jpeg") {
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} else if (mimetype == "image/png" || mimetype == "image/jpeg" || extension == "png" || extension == "jpg" || extension == "jpeg") {
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// Fallback to loading as byte array.
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// This enables us to support the spec's requirement that we honor mimetype
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// regardless of file URI.
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