When saving textures if only one channel is visible, save as greyscale

This commit is contained in:
baldurk
2015-11-18 22:30:47 +01:00
parent f29d3aceb2
commit 73ad61d38e
4 changed files with 55 additions and 0 deletions
+11
View File
@@ -3399,6 +3399,17 @@ namespace renderdocui.Windows
m_SaveDialog.saveData.id = m_TexDisplay.texid;
m_SaveDialog.saveData.slice.sliceIndex = (int)m_TexDisplay.sliceFace;
m_SaveDialog.saveData.mip = (int)m_TexDisplay.mip;
m_SaveDialog.saveData.channelExtract = -1;
if (m_TexDisplay.Red && !m_TexDisplay.Green && !m_TexDisplay.Blue && !m_TexDisplay.Alpha)
m_SaveDialog.saveData.channelExtract = 0;
if (!m_TexDisplay.Red && m_TexDisplay.Green && !m_TexDisplay.Blue && !m_TexDisplay.Alpha)
m_SaveDialog.saveData.channelExtract = 1;
if (!m_TexDisplay.Red && !m_TexDisplay.Green && m_TexDisplay.Blue && !m_TexDisplay.Alpha)
m_SaveDialog.saveData.channelExtract = 2;
if (!m_TexDisplay.Red && !m_TexDisplay.Green && !m_TexDisplay.Blue && m_TexDisplay.Alpha)
m_SaveDialog.saveData.channelExtract = 3;
m_SaveDialog.saveData.comp.blackPoint = m_TexDisplay.rangemin;
m_SaveDialog.saveData.comp.whitePoint = m_TexDisplay.rangemax;
m_SaveDialog.saveData.alphaCol = m_TexDisplay.lightBackgroundColour;