forked from bartvdbraak/blender
add prints for texture loading (we're running into texture limit a lot so its handy to see whats actually loading from the blend files)
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c67e910df6
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@ -235,6 +235,8 @@ bool ImageManager::file_load_image(Image *img, device_vector<uchar4>& tex_img)
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return false;
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}
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printf("loading byte image: '%s' %dx%d\n", img->filename.c_str(), width, height);
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/* read RGBA pixels */
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uchar *pixels = (uchar*)tex_img.resize(width, height);
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int scanlinesize = width*components*sizeof(uchar);
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@ -297,6 +299,8 @@ bool ImageManager::file_load_float_image(Image *img, device_vector<float4>& tex_
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return false;
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}
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printf("loading float image: '%s' %dx%d\n", img->filename.c_str(), width, height);
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/* read RGBA pixels */
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float *pixels = (float*)tex_img.resize(width, height);
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int scanlinesize = width*components*sizeof(float);
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