Development > Artwork
New Feature: "Glow" textures
arisian:
Mattn,
Try applying this patch, and then post the output for me. I'm thinking that maybe somehow the glowmap pointers that should be NULL are winding up pointing to arbitrary memory on your system; that would account for everything being glowy (since the pointer is used to check if a glow texture exists), and it would also account for the rainbow-colors (since the contents of that memory segment would be arbitrary). I'm not sure exactly how that's even possible, but that would be my best guess at a cause. Actually, why don't you post your copy of r_image.c while you're at it, just so I can make sure nothing odd is going on.
Mattn:
here is the log
Mattn:
oh, and no local changes here - so my r_image.c is the one that is in the svn
btw. did you revert my changes for glow map loading for it_world and it_skin intentionally?
arisian:
Yes, I did revert those changes because they were preventing the loading of other types of glow-map images that we wanted. Also, as I recall, the way it was written it didn't actually load glowmaps for it_world images, either (because it was an "else if" clause after one that had checked for it_world). At the moment, I don't see the harm in testing for glowmaps for all images; we might want them eventually. If you'd like to add some restrictions back in, we can do so.
And your logfile seems normal as far as i can tell, which means I'm still stumped by your magical-rainbow glow.
Mattn:
i will try to run valgrind on a map with postprocessing activated - will keep you informed
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