Preserve existing alpha channel when using Normal Map Invert Y import option

While normal maps with RGTC compression cannot contain an alpha channel,
it is possible for Godot to read non-RGTC normal maps that can contain
an alpha channel that custom shaders can read.

The visual output for opaque images (including RGTC normal maps)
is unaffected by this change.
This commit is contained in:
Hugo Locurcio 2024-06-28 20:46:19 +02:00
parent 811ce36c60
commit 49b4c20f3a
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@ -558,7 +558,7 @@ Error ResourceImporterTexture::import(const String &p_source_file, const String
for (int i = 0; i < width; i++) {
for (int j = 0; j < height; j++) {
const Color color = target_image->get_pixel(i, j);
target_image->set_pixel(i, j, Color(color.r, 1 - color.g, color.b));
target_image->set_pixel(i, j, Color(color.r, 1 - color.g, color.b, color.a));
}
}
}