Use IOFile for TextureToPng to support non-ascii

Changed save texture/screenshot uses to std::string
Removed unneeded new/delete calls when dealing with temp data.
This commit is contained in:
Matthew Parlane
2013-11-17 11:12:07 +13:00
parent cce869ae01
commit 33d8166620
12 changed files with 28 additions and 46 deletions

View File

@ -694,15 +694,7 @@ bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle
D3D11_MAPPED_SUBRESOURCE map;
D3D::context->Map(s_screenshot_texture, 0, D3D11_MAP_READ_WRITE, 0, &map);
bool saved_png = false;
if (map.pData)
{
u8* data = new u8[map.RowPitch * rc.GetHeight()];
memcpy(data, map.pData, map.RowPitch * rc.GetHeight());
saved_png = TextureToPng(data, map.RowPitch, filename.c_str(), rc.GetWidth(), rc.GetHeight(), false);
delete[] data;
}
bool saved_png = TextureToPng((u8*)map.pData, map.RowPitch, filename, rc.GetWidth(), rc.GetHeight(), false);
D3D::context->Unmap(s_screenshot_texture, 0);