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author | K. S. Ernest (iFire) Lee <fire@users.noreply.github.com> | 2023-01-19 09:06:41 -0800 |
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committer | K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com> | 2023-01-19 09:10:28 -0800 |
commit | a103400871c28fe4c7e8a2fb28e1e0396ab6f4be (patch) | |
tree | 60fe0adbcf942277af335cae7863f9fe14008284 | |
parent | 629796c333bcc46f2aeb4399c1a5786d6b013289 (diff) |
Fixes cases where the runtime ResourceLoader cannot load gltf images.
-rw-r--r-- | modules/gltf/gltf_document.cpp | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp index 788a70f640..5634c51c61 100644 --- a/modules/gltf/gltf_document.cpp +++ b/modules/gltf/gltf_document.cpp @@ -3124,10 +3124,11 @@ Error GLTFDocument::_parse_images(Ref<GLTFState> p_state, const String &p_base_p // API for that in Godot, so we'd have to load as a buffer (i.e. embedded in // the material), so we do this only as fallback. Ref<Texture2D> texture = ResourceLoader::load(uri); + String extension = uri.get_extension().to_lower(); if (texture.is_valid()) { p_state->images.push_back(texture); continue; - } else if (mimetype == "image/png" || mimetype == "image/jpeg") { + } else if (mimetype == "image/png" || mimetype == "image/jpeg" || extension == "png" || extension == "jpg" || extension == "jpeg") { // Fallback to loading as byte array. // This enables us to support the spec's requirement that we honor mimetype // regardless of file URI. |