Textures that are not 2^x (512x512):
tunnel.jpg + earth.jpg
brickback.jpg + brick1.jpg
gl: texture Snow size mismatch (64x64 vs 512x512)!Wait, you only accept 512x512? Why not any potencies of 2?
> Edit: gl: texture Snow size mismatch (64x64 vs 512x512)!
Unused textures clearly shouldn't be loaded. Or we need some mechanism to sort out the sprites.
Edit: Hm, which wouldn't work right now as I don't update the associations after initialization. Might have to look into that. Will have to do that anyway to implement texture animation.
I resized and slightly modified this one.
> lava_red.png water.jpg
These I just resized.
Also, some notes from tonight's IRC discussion:
We should reduce Earth, Sand and SandDry to just Earth and Sand. The distinction between Sand and Earth is a workaround from Clonk 4 times where one material could only have one color. Now we can just use one material per gameplay element, with different textures for looks. Sand is Instable=1, Earth isn't. Earth should have different textures that are more or less sandy, just like real earth. Sand should be the stuff found on beaches and have "Tropical Paradise" textures.
Unhandled exception at 0x6db4463e in ClonkRD.exe: 0xC0000005: Access violation reading location 0x00000000.
[Frames below may be incorrect and/or missing, no symbols loaded for msvcr90.dll]
ClonkRD.exe!C4StartupScenSelDlg::`scalar deleting destructor'() + 0x15 bytes C++
ClonkRD.exe!__lseek() + 0x26f74 bytes C++
[03:05:33] 23 Texturen geladen.
[03:05:33] 19 Materialien geladen.
[03:05:34] Erstellung der Landschaft...
0:0(0): error: no matching function for call to `texture2DLod(sampler2D, vec2, float)'
Mesa bug #29537 suggests that's by design.
This patch makes it load, but the textures are mixed up, so I can't say whether the patch is correct, though I doubt that it breaks anything.
diff --git a/planet/Graphics.ocg/LandscapeShader.c b/planet/Graphics.ocg/LandscapeShader.c
index 1be420e..203c0df 100644
@@ -59,7 +59,7 @@ void main()
if(texture2D(landscapeTex, centerCoo + fullStepX + fullStepY).r == lpx.r)
scalerCoo += 16.0 * scalerStepY;
- vec4 spx = texture2DLod(scalerTex, scalerCoo, 0.0);
+ vec4 spx = texture2D(scalerTex, scalerCoo);
// Material pixel
float mix = matTexMap[int(lpx.r * 255.0)];
But normally it's easy to notice because the lines flicker a lot when you move around. It's pretty likely that you don't see the bug, as the documentation clearly states that
texture2Dshould not do any Lod calculation when there's no mipmapping. I think my driver does it anyway, divides by zero and just gives me a transparent pixel.
[22:17:12] Erstellung der Landschaft...
[22:17:13] Fragment info
[22:17:13] 0(65) : error C6013: Only arrays of texcoords may be indexed in this profile, and only with a loop index variable
[22:17:13] 0(67) : error C6013: Only arrays of texcoords may be indexed in this profile, and only with a loop index variable
[22:17:13] FATALER FEHLER: [!] Could not initialize landscape shader!
[22:17:13] FATALER FEHLER: Fehler beim Landschaftsgenerator.
Edit: In theory, I could also put the texture index into the landscape pixel, but that would kill the possibility to animate them.
> Edit: In theory, I could also put the texture index into the landscape pixel, but that would kill the possibility to animate them.
So older cards don't get liquid animations. And I think using an extra blit for every liquid is probably better anyway.
[19:56:29] 0(76) : error C6013: Only arrays of texcoords may be indexed in this profile, and only with a loop index variable
[19:56:29] 0(78) : error C6013: Only arrays of texcoords may be indexed in this profile, and only with a loop index variable
Also on the other side a part of such an edge is missing.
Edge stuff pretty much finished now. Next I'll probably look into either shadows, bloom or animated textures. Any preferences?
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