AtlasGenerateTextureTOCFromLargeJPEG bug?
by Dave · in Torque Game Engine Advanced · 09/19/2006 (4:29 am) · 10 replies
Hi,
Whilst waiting for my license for L3DT to come through so that I could continue looking at blender terrains, I decided to try some straight textures. Unfortunately all of the textures I have tried seem to be importing in a strange icy blue/green colour.
I was kind of loath to mention this as I've had few misunderstandings about how things work this week(!). However I have tried this on several textures and they all import in this weird colour. Does anyone know if this is a bug?
I saw a brief mention of some RGB swapping issues in the bug forum but don't know if it's related, and I would have expected to see more posts about it if it *was* that type of bug, as it was reported 5 days ago. Ben mentioned another thread but gave no reference and I can't find it.
Thanks a lot,
Dave.
Whilst waiting for my license for L3DT to come through so that I could continue looking at blender terrains, I decided to try some straight textures. Unfortunately all of the textures I have tried seem to be importing in a strange icy blue/green colour.
I was kind of loath to mention this as I've had few misunderstandings about how things work this week(!). However I have tried this on several textures and they all import in this weird colour. Does anyone know if this is a bug?
I saw a brief mention of some RGB swapping issues in the bug forum but don't know if it's related, and I would have expected to see more posts about it if it *was* that type of bug, as it was reported 5 days ago. Ben mentioned another thread but gave no reference and I can't find it.
Thanks a lot,
Dave.
About the author
#2
09/19/2006 (8:37 am)
That "icy blue" color is a sure sign the red and blue channels are being flipped. So the real question becomes what is causing it, and would your problem be fixed by the latest revisions Ben made to the Atlast code in the last few days (and whether that code is in CVS yet).
#3
Thanks for that. I checked CVS this morning (GMT) after spotting that small post about RGB channels, but there were no updates. Glad to hear it sounds like the same problem though. It makes it marginally less likely it's something I'm doing :-)
Cheers,
Dave.
09/19/2006 (8:50 am)
Hi Ryan,Thanks for that. I checked CVS this morning (GMT) after spotting that small post about RGB channels, but there were no updates. Glad to hear it sounds like the same problem though. It makes it marginally less likely it's something I'm doing :-)
Cheers,
Dave.
#4
Will try to talk to Brian tomorrow about it, though. Thanks for making noise about this - keeps me honest.
09/19/2006 (10:41 pm)
Not out yet, I've been pretty busy with 1.5 release tasks (Matt Fairfax is technically driving that but somehow I ended up getting tasked with stuff...d'oh! :P).Will try to talk to Brian tomorrow about it, though. Thanks for making noise about this - keeps me honest.
#5
Be nice to see what a unique landscape with high def texture looks like sometime though :-)
Cheers,
Dave.
09/20/2006 (2:37 am)
Thanks Ben, I can manage OK now that the blender terrain is working for me. This was a side trip whilst trying to figure out what I was doing wrong with that. Be nice to see what a unique landscape with high def texture looks like sometime though :-)
Cheers,
Dave.
#6
(I dont want to start from a clean build if I can avoid it, ive made quite a few engine changes)
JS
10/11/2006 (2:58 pm)
Just wondering if theres any updates on this, Im getting the exact same error. I updated my Atlas directory from CVS a few hours ago, and still got the blue terrain. Is there anything else I should update?(I dont want to start from a clean build if I can avoid it, ive made quite a few engine changes)
JS
#7
10/11/2006 (3:46 pm)
My AtlasGenerateTextureTOCFromLargeJPEG function works fine, but I'm generating textures from Vue5 rather than L3DT. I'll try a texture from L3DT later tonight. My guess is it's something with L3DT or the JPEG file it's generating.
#8
JS
10/11/2006 (4:59 pm)
Thanks Tim, It would help if I could narrow down the bug to L3dt. Its possible theres a setting somewhere that should be altered.JS
#9
JS
10/12/2006 (7:42 am)
It seems that I pulled down the CVS update incorrectly, I tried with the latest CVS head, and my terrain is fine. Sorry for the waste of time. JS
#10
10/12/2006 (8:42 am)
I couldn't find any problems with L3DT's jpegs, so I'm glad you found the problem.
Torque Owner Dave
Been experimenting some more. Still have the problem, everything is blue.
But first of all, *** notice to Ben ***, in order to get the image to match the terrain mesh I have to use a flipped mesh in L3DT as mentioned in the TDN Atlas2 article. That article says to notify you if that is the case, so you are hereby notified :-)
Next - I made a simple terrain so that I could match up the shadows and features easily. See screenshot.
[IMG]http://img172.imageshack.us/img172/1683/screen1qo1.th.jpg[/IMG]
That is how I knew I had to use the flipped mesh to generate the textures in the end. However there is still a problem. Although the shadows match the features now, the numbers I drew on the texture show back to front, as if I had mirrored the texture. I haven't mirrored the texture as it is not symmetrical, and mirroring it would throw out the shadows.
The question is, is this part of the problem with the textures being blue? Is the colour problem also causing the mirroring of the numbers? Or is it some other bug?
Thanks,
Dave.