+ const AiScene* sceneData = importScene("out/assets/wall01.3ds");
+ blockWall01.sceneData = sceneData;
+ if (sceneData != NULL) {
+ const unsigned int numTextures = sceneData->mNumMeshes;
+
+ blockWall01.textureIds = malloc(numTextures * sizeof(GLuint));
+ glGenTextures(numTextures, blockWall01.textureIds);
+
+ for (unsigned int i = 0; i < numTextures; ++i) {
+ glBindTexture(GL_TEXTURE_2D, blockWall01.textureIds[i]);
+
+ AiString originalTexturePath;
+ if (aiGetMaterialTexture(sceneData->mMaterials[sceneData->mMeshes[i]->mMaterialIndex],
+ aiTextureType_DIFFUSE,
+ 0,
+ &originalTexturePath,
+ NULL, NULL, NULL, NULL, NULL, NULL) == AI_SUCCESS) {
+ const char* textureFile = replaceFileExtension(originalTexturePath, ".tga");
+ size_t textureFileLength = strlen(textureFile);
+ char* texturePath = malloc(strlen("out/assets/") + textureFileLength + 1);
+ strcpy(texturePath, "out/assets/");
+ strncat(texturePath, textureFile, textureFileLength);
+ TgaImage* textureImage = readTga(texturePath);
+ if (textureImage == NULL) {
+ logError("Asset texture file not found: %s", texturePath);
+ }
+ else {
+ glTexImage2D(GL_TEXTURE_2D,
+ 0,
+ textureImage->imageComponents,
+ textureImage->header.imageWidth,
+ textureImage->header.imageHeight,
+ 0,
+ textureImage->imageFormat,
+ GL_UNSIGNED_BYTE,
+ textureImage->bytes);
+ free(textureImage->bytes);
+ }
+ }
+ }
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ }