bug with large textures
bug with large textures
When i try to load a mesh with a 24 bit TGA texture which size is (1024,1024), the display is not correct. It works good if i downsize my texture to (256,256).
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- Posts: 50
- Joined: Tue Mar 09, 2004 9:53 pm
- Location: Spain
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- Posts: 50
- Joined: Tue Mar 09, 2004 9:53 pm
- Location: Spain
Then your graphics card is enough to load huge textures, but I think Irrlicht is limited, because if you try to load a mesh with lots of vertices, it crashes too.
Perhaps Niko can answer us
Perhaps Niko can answer us
There are only 10 types of people: those who understand binary and those who don't
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Hi again
I'm using a geForceFx 5600 with 53.03 drivers under XP, i have the problem with all drivers OpenGL DirectX and software.
In fact i'm developping a maya plugin to be able to export geometry, skinning and blendshapes, so i'm using a custom mesh implementation derived from IAnimatedMesh, IMesh and IMeshBuffer, like the ms3D format implementation. i'm loading textures using the video::IVideoDriver::getTexture method. when i trace into irrlicht code, everything seams ok, my texture is converted to 16bits, mipmaps are generated and so on, but the display is not correct with 1024,1024,24 bits textures, like if the UV mapping was scaled or something. When i downsize the texture, it becomes ok. It makes me think that my UV values are correct and that it is independant to the vertex count problem...
I will try to find time to check it.
I'm using a geForceFx 5600 with 53.03 drivers under XP, i have the problem with all drivers OpenGL DirectX and software.
In fact i'm developping a maya plugin to be able to export geometry, skinning and blendshapes, so i'm using a custom mesh implementation derived from IAnimatedMesh, IMesh and IMeshBuffer, like the ms3D format implementation. i'm loading textures using the video::IVideoDriver::getTexture method. when i trace into irrlicht code, everything seams ok, my texture is converted to 16bits, mipmaps are generated and so on, but the display is not correct with 1024,1024,24 bits textures, like if the UV mapping was scaled or something. When i downsize the texture, it becomes ok. It makes me think that my UV values are correct and that it is independant to the vertex count problem...
I will try to find time to check it.
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- Posts: 50
- Joined: Tue Mar 09, 2004 9:53 pm
- Location: Spain
Yes, it is. I thought that I have tested another format, but I have tried to load this mesh exported to a x file and it works!!!niko wrote:About the crashes with big meshes (wow, that rhymes): It depends on the file format you are reading from. Is it .3ds?
There are only 10 types of people: those who understand binary and those who don't
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