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Some images corrupted after using STB

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Some images corrupted after using STB
« on: August 09, 2020, 17:43:37 »
Hi guys, I'm writing a game engine powered by Vulkan, and I use STB to decode images so I can use them as textures and in GLFW Window Icons.

However, after using sending an image through IOUtil and calling stbi_load_from_memory on the returned ByteBuffer, I get a BufferOverflowException when trying to use it as a Vulkan texture, and a corrupted image when using it as a GLFW Icon.

Any information on how to solve this?