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author | Rémi Verschelde <rverschelde@gmail.com> | 2023-01-20 08:48:32 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2023-01-20 08:48:32 +0100 |
commit | 7b84b133eea607f4d903a95322fe0364635a39d8 (patch) | |
tree | b67a23bfcff3643e9167dd89bda0f9046c2a453d /modules/gltf | |
parent | ce1233dc528d9288b3fc1836b39ff08e7adec991 (diff) | |
parent | a103400871c28fe4c7e8a2fb28e1e0396ab6f4be (diff) |
Merge pull request #69181 from fire/gltf-runtime-image-fallback
Fixes cases where the runtime ResourceLoader cannot load gltf images.
Diffstat (limited to 'modules/gltf')
-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. |