It flips the first 1024 width of the texture vertically. The following cube has faces textured with a 1-2-3-...16 pattern: 4k W x 4k H:
4k W x 2k H:
2k W x 4k H:
1k W x 4k H:
I have previously run into this bug when mapping, as I couldnt make a splat distribution or a map normals texture be larger than 2k wide.
Also, the textures loaded by Lua (the 4k by 4k normal texture loaded by a lua shader) are loaded fully correctly!
Edit: changed topic to reflect findings:
Quote:
I has a very large atlas (4k by 4k). And I have an .s3o using a small part of it: [img]
Attachment:
baduv.PNG
[/img]
I have been using this same atlas on multiple models, but for some reason spring has started to show them with corrupt UVs (kinda like when you forget to flip the uvs, but not that because I tried that too).
The model looks fine in upspring, only looks bad in spring.
Anyone run into anything similar?
Edit 2: I should rather just mantis this, only keeping the topic so others can maybe find it if they run into the bug.
(there are two ways to fix it: either flip the texture vertically or flip the coordinates vertically)
That is not what I mean. Look at my first picture. The first column of numbers is upside down (sorry about the horrible hand drawn numbers). The 2-3-4th column is right side up.
Look at the third pic. that is a 2k wide texture, and the first 2 columns of numbers are inverted.
Humor me, what's the effect if you do flip the textures or (preferably) the coordinates and disable the shader framework? In case my first screenshot didn't make it clear, there is definitely no engine bug corrupting them during loading (also confirmed for your tga's by inserting some code that saves each decompressed S3O texture back to a raw bitmap, they came out identical), so that leaves the image library version (which can be ruled out, Lua textures are also loaded through it) and drivers/rendering.
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