InitMMXBlender possible goof up?
by Gregory "Centove" McLean · in Torque Game Engine · 11/19/2004 (2:56 pm) · 0 replies
While chasing the terrain texture loading stuff to work around the issue of the texture materials being saved as full paths to the texture in the terrain file I stumbled across this lil bit of code (around line 625) and I'm not sure what its intent is, it generates some rather interesting paths...
In my case I was winding up with paths such as:
game/data/missions/starter.RTS/data/terrains/grassland/sand
I _suspect_ what it is supposed to be trying to build (and make a touch more sense) a path like:
game/data/missions/sand
Changing the above to:
Will build a path that has some hope of loading and is closer (I'm guessing here) to what was orginally intended.
Thoughts?
//dStrcpyl(fileBuf, sizeof(fileBuf), mFile.getFilePath(), "/", fn, NULL);
GBitmap* pBitmap = TextureManager::loadBitmapInstance(fn);
if (!pBitmap) {
dStrcpyl(fileBuf, sizeof(fileBuf), mFile.getFilePath(), "/", fn, NULL);
pBitmap = TextureManager::loadBitmapInstance(fileBuf);In my case I was winding up with paths such as:
game/data/missions/starter.RTS/data/terrains/grassland/sand
I _suspect_ what it is supposed to be trying to build (and make a touch more sense) a path like:
game/data/missions/sand
Changing the above to:
//dStrcpyl(fileBuf, sizeof(fileBuf), mFile.getFilePath(), "/", fn, NULL);
GBitmap* pBitmap = TextureManager::loadBitmapInstance(fn);
if (!pBitmap) {
dStrcpyl(fileBuf, sizeof(fileBuf), mFile.getFilePath(), dStrrchr(fn, '/'), NULL);
pBitmap = TextureManager::loadBitmapInstance(fileBuf);Will build a path that has some hope of loading and is closer (I'm guessing here) to what was orginally intended.
Thoughts?