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Andrew Lucas

Weird texture memory corruption bug

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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.

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