FIX: error handling for glTF/texture/IBL loadings
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@@ -573,6 +573,12 @@ std::pair<AllocatedImage, bool> AssetManager::loadImageFromAsset(std::string_vie
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false);
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created = true;
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}
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else
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{
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fmt::println("[AssetManager] Failed to load texture '{}' (resolved='{}')",
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imgPath,
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resolved);
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}
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if (pixels) stbi_image_free(pixels);
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}
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return {out, created};
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