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Can't save R16 Pixmap as DDS


Go to solution Solved by Josh,

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Posted

I'm not sure if I'm actually setting the buffer correctly, but the problem here is it fails to save as a DDS image.

#include "UltraEngine.h"

using namespace UltraEngine;

int main(int argc, const char* argv[])
{
    auto displays = GetDisplays();
    auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);
    auto world = CreateWorld();
    auto framebuffer = CreateFramebuffer(window);

    auto camera = CreateCamera(world);
    camera->SetClearColor(0.125);
    camera->SetFov(70);
    camera->SetPosition(0, 10, 0);

    auto light = CreateDirectionalLight(world);
    light->SetRotation(35, 35, 0);

    auto box = CreateBox(world);
    box->SetPosition(10.0f, 2049.0f, 10.0f);

    int size = 1024;
    unsigned short* buffer = new unsigned short[size * size];
    for (int y = 0; y < size; y++) {
        for (int x = 0; x < size; x++) {
            buffer[(y * size) + x] = (unsigned short)Random(USHRT_MAX);
        }
    }

    auto data = CreateBuffer(size * size * 2);
    data->Poke(0, (const char*)buffer, size * size * 2);

    auto map = CreatePixmap(size, size, TEXTURE_R16, data);
    map->Save("Test.dds");

    delete[] buffer;

    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
    {
        world->Update();
        world->Render(framebuffer);
    }
    return 0;
}

Output:

Saving texture "Test.dds"
Error: Unsupported pixel format 76 can't be saved to DDS.
Error: Failed to save texture "Test.dds".

 

Posted

or  (TextureFormat)VK_FORMAT_R16_UINT if you want to save the shorts. the previous solution will store normlaized floats.

  • Thanks 1
  • Windows 10 Pro 64-Bit-Version
  • NVIDIA Geforce 1080 TI

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