Jump to content
  • Advertisement
Sign in to follow this  
Andrew Lucas

Weird texture memory corruption bug

This topic is 2994 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I'm working on a Half-Life based mod, and for some time now I've been having issues with my textures. Now, before I go onto the main issue, I must tell that I'm using DevIL to load my images in from the memory. Anyway, my problem is that somehow some of my textures tend to get corrupted during level transitions/etc and I don't know why it occurs, but it seems to be limited to grayscale images, like the ones I use for my detail textures. My code should be running perfectly well, and I'm sure I'm specifying the texture coordinates properly.

Since pictures are worth a thousand words, I'll just upload one here and show it to you:


I use multitexturing and VBOs to render, using three multitexture units: First for lightmap, second for texture, third for the detail texture, if there is one of course. The texture there should be my carpet detail texture, wich is a 128x128x24 bits uncompressed TGA file.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!