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Make texture errors more clear - we failed looking for multiple extensions.
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@ -590,7 +590,22 @@ GLuint ShaderEngine::compilePresetShader(const PresentShaderType shaderType, Sha
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if (texDesc.first == NULL)
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{
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std::cerr << "Texture loading error for: " << sampler << std::endl;
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std::string extensionList = "";
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// prepare a list of extensions we looked for, so it's more clear what a texture is in error logs.
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if (textureManager->extensions.size() >= 1) {
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extensionList = " (";
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for (size_t x = 0; x < textureManager->extensions.size(); x++)
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{
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if (x != (textureManager->extensions.size() - 1)) {
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extensionList += textureManager->extensions[x] + ", ";
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}
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else {
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extensionList += "or " + textureManager->extensions[x];
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}
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}
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extensionList += ")";
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}
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std::cerr << "Texture loading error for: " << sampler << extensionList << std::endl;
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}
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else
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{
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@ -20,13 +20,13 @@ class TextureManager
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void loadTextureDir(const std::string & dirname);
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TextureSamplerDesc loadTexture(const std::string name, const std::string imageUrl);
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void ExtractTextureSettings(const std::string qualifiedName, GLint &_wrap_mode, GLint &_filter_mode, std::string & name);
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std::vector<std::string> extensions;
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public:
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TextureManager(std::string _presetsURL, const int texsizeX, const int texsizeY,
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std::string datadir = "");
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~TextureManager();
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std::vector<std::string> extensions;
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void Clear();
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void Preload();
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TextureSamplerDesc tryLoadingTexture(const std::string name);
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