baked_tex.ludic reads ludic.base's baked form by hand (render3d uses no package): the LBAK header, the
key ("png_sheets" / "cutouts", the Bakes rows) and the generator version, then the payload -
w, h, channels, depth and the samples for a PNG (the caller frees them as it would a decode), a whole
.dds for a cut-out (tex_load_dds_at: a .dds at an offset). Missing, or another key or version, and the
PNG path runs as before. Compiles with Maroon Lake (game, lab, lab/bake/textures).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
633 B
633 B
bump: minor
type: feature
Textures a game baked at build time are read before the PNG. png_decode first takes
assets/baked/png/<path>.tex (a game's ludic bake output: the samples, ready to upload), and a cut-out
load (tex_load_ex with dilate) first takes assets/baked/cutouts/<path>.bc7 (padded as tex_dilate
pads, then BC7 with its mips) - so a boot decodes, pads and converts nothing it can take ready-made. Both
are ludic.base's baked form, read by hand (baked_tex.ludic: the "LBAK" header, the key and version); a
missing or stale one falls back to the PNG as before. tex_load_dds_at reads a .dds at an offset.