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Fix Texture3D import not working
Fix Texture3D import not working when texture has fully opaque and (partly or fully) transparent slices. For better style make cases of detect_alpha check against the exact enums rather than the enum 0.
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@@ -310,8 +310,6 @@ Ref<Image> CompressedTexture2D::load_image_from_file(Ref<FileAccess> f, int p_si
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Vector<Ref<Image>> mipmap_images;
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uint64_t total_size = 0;
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bool first = true;
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for (uint32_t i = 0; i < mipmaps + 1; i++) {
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uint32_t size = f->get_32();
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@@ -340,14 +338,17 @@ Ref<Image> CompressedTexture2D::load_image_from_file(Ref<FileAccess> f, int p_si
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if (img.is_null() || img->is_empty()) {
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ERR_FAIL_COND_V(img.is_null() || img->is_empty(), Ref<Image>());
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}
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// If the image is compressed and its format doesn't match the desired format, return an empty reference.
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// This is done to avoid recompressing the image on load.
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ERR_FAIL_COND_V(img->is_compressed() && format != img->get_format(), Ref<Image>());
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if (first) {
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//format will actually be the format of the first image,
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//as it may have changed on compression
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format = img->get_format();
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first = false;
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} else if (img->get_format() != format) {
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img->convert(format); //all needs to be the same format
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// The format will actually be the format of the header,
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// as it may have changed on compression.
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if (format != img->get_format()) {
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// Convert the image to the desired format.
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// Note: We are not decompressing the image here, just changing its format.
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// It's important that all images in the texture array share the same format for correct rendering.
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img->convert(format);
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}
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total_size += img->get_data().size();
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