Concerning images

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1. Remove the need to add a transparent 1 pixel alpha border via external tools to standard wc3 icons file paths.
Post a screenshot of the issue for clarification. If I recall it is because there is some messup with the UV wrapping resulting in the boarder texels being stretched long distances using bilinear filtering. By making the boarder transparent it does not stop the problem, but purely masks it since the stretched texels are invisible.

2. No longer crash the game if an invalid path is used. Instead do nothing.
Throwing a warning would be better. I do agree that it should not crash but equally well a properly made map should not have any invalid path strings.
 
2. No longer crash the game if an invalid path is used. Instead do nothing.

Can you give me a crashing example?
Doing call BJDebugMsg(I2S(GetHandleId(CreateImage("invalid.blp", 64, 64, 1, 0, 0, 0, 0, 0, 0, 1)))) just prints -1 instead of crashing for me.
 
Can you give me a crashing example?
Invalid images often access memory in an unsafe way. As such the crash may occur only on some systems, and not on others.

I don't have an editor or the game installed, but it looks kinda like here ( link )
Looks like they recycle the 4*4 chunk geometry and just use a UV wrap for the image texture. The result is the end texels are stretched, which if not transparent will then show and mask the terrain underneath (as they are rendered ontop). Not sure how they would fix it, but there might be some blend/filter flag.
 
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