Hausputz: UV-Doppel-Flip raus, tga::load → Result, hide_object entfernt

UVs laufen jetzt durchgehend in glTF-/tga-Konvention (der Flip-Hin-und-
Zurück stammte vom gelöschten OBJ-Pfad). Kaputte Welt-Texturen fallen auf
den Platzhalter statt zu panicken. Player::eye() statt vierfacher
Augenpunkt-Rechnung. hide_object war ein irl3d-Demo-Relikt ohne
Konsument.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-16 20:37:18 +02:00
co-authored by Claude Fable 5
parent 31e1942870
commit 01f299aa4f
11 changed files with 46 additions and 48 deletions
+3 -3
View File
@@ -19,9 +19,9 @@ pub struct Image {
pub rgba: Vec<u8>,
}
pub fn load(path: &str) -> Image {
let bytes = std::fs::read(path).unwrap_or_else(|e| panic!("tga load {path}: {e}"));
decode(&bytes).unwrap_or_else(|e| panic!("tga decode {path}: {e}"))
pub fn load(path: &str) -> Result<Image, String> {
let bytes = std::fs::read(path).map_err(|e| format!("tga load {path}: {e}"))?;
decode(&bytes).map_err(|e| format!("tga {path}: {e}"))
}
pub fn decode(d: &[u8]) -> Result<Image, String> {