glGetTexImage()
tries to write past the end of the decoded mipmap texture buffer and overflows the stack. Go figure.UTF-8
encoding instead of Latin1
.My version is more stable and complete than the original, the whole point is just bug-fixing and removing annoyances.
RGBA/0X0Y
) or blue (RGBA/XY__
) normal map detection by looking at the averaged texture pixel values and analyzing which one is more likely. Fixes the bride_dress
mesh showing in pure black with glitchy white sparkles when bump mapping is enabled in the viewer, reported by @Erundil.bride_dress_normalmap
is a standard blue/magenta one with the same alpha channel as in the diffuse texture, probably put there by mistake.font.dds
file had an oddly empty/barebones header, which I don't think it's totally standard, and it's definitely missing some flags. The DXT5 format was okay. Some picky programs may struggle with it, I recommend saving the lossless PNG file from whatever image editor you use and try converting/compressing it with a more standards-compliant one, like NVIDIA Texture Tools or AMD Compressonator. Adding DDSCAPS_TEXTURE
makes it work. Sent you the fixed file.font.dds
and font_data.xml
files and see if that works, that would mean that the DDS file has been saved in a weird (uncompressed?) format that the SOIL texture-loading library doesn't understand. If you can drop your DDS file here or send it via PM I can take a quick look in a hex editor. Hope that helps.I'm going to need a bit of background info. Does this happen in a vanilla cartographer folder without changing anything? i.e. it comes with a self-contained Native demo map bundled; so that should always run.
Hopefully fixed, please check the latest version. Surprisingly easy to find and fix, at least compared to the double-click bug above, just had to tweak a single line.
Just managed to "fix" this using a funky workaround after a very long and arduous debugging and testing session, didn't manage to find the root cause. So hopefully isn't any worse than any of the official versions, no more drawbacks! Please re-download from here.
Darn, sounds a bit messy, but added it to my to-do list anyway. Thanks for the suggestion!
skins.txt
and the other text files, added the map tree meshes to the hardcoded list, and made it use the mod's core_*.brf
files in the resource usage finder if they exist, so custom shaders don't cause errors anymore.