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Extremely large images (~50k range) may not load correctly, leaving artifacts or missing gaps in the image #509
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Which branch did you test this with? I found something similar and fixed it in dynamicimage branch. I thought it was only there, but maybe I was wrong. That happens if two consecutive image have the same size and are rgb (without alpha). Is this the case here too? Or was it on initial image load? |
Master This was upon initial load. Not sure if two of the same size in the current directory matter but if so it's possible I did have two of the same size image in the directory. |
Master always uses RGBA images - the bug I discovered isn't "active" in master. Maybe you had just out of memory glitches? |
Definitely a possibility, woelper suggested something similar when I mentioned this. I think since this is unrelated to |
I was able to reproduce corruption if a non-alpha image is opened and then converted to alpha (image has same size). Essentially:
I previously had corrupted textures, but now this crashes with:
|
@woelper it seems you tested with dynamicimage branch. This currently only works with l8, rgb8 and rgba8, other types need to be implemented. In master there is only rgba8 passed to textue_wrapper, and in master branch is nothing relatable at line 165. |
I am sorry, yes this is with |
No problem! |
Closing in favour of the changes present in #495. |
Discovered last week while testing #506, slightly annoying to reproduce as Oculante likes to crash occasionally loading these images. This issue happens every once in a while.
May cause (that I'm aware of):
Artifacts that look like texture corruption or what an asset in a pixel art style game would look like
Incorrect colours
Entire gaps being missing
@B-LechCode Pinging you here for this in-case you have any ideas of what's causing this. (In the chance that you see this before I can reproduce this again with an image showing this, I'll add an image when I can reproduce this again.)
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