problems with scaleimage and load texture
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Hello, I am having problems with LoadTexture() and ScaleImage() System details Computer : Dell latitude d620 centrino duo 2Gb RAM Gfx: Nvidia Quadro nvs 110m 256 Mb RAM Driver:nv4_disp.dll version:6.14.0010.8469 Direct X: 9.0c (4.09.0000.0904) OS: Windows xp professional Service pack 2 The first issue is very simple grass_tex=LoadTexture( "grass.jpg",256 ) ;<-- This one works grass_tex=LoadTexture( "grass.jpg");<-- This one does not When I say it does not work I mean it returns an error code and when I try to use the texture it tells me it does not exist. The second issue is that scaleimage appears not to work at all. My code is as follows SetBuffer BackBuffer() image=LoadImage( "images/Title_screen.jpg" ) ScaleImage(image,110,110) Repeat Cls DrawImage(image,0,0) Flip Until MouseDown(1) When scaleimage is commented out this code works fine. When it is uncommented the program fails with a 'Memory access Violation' unfortunately there is no more detail given than that. O.K. I think this may be down to compatibility with my slightly unusual graphics chip. I don't particularly see why there should be an issue though given that I can run Oblivion / civ IV etc on it without any problem. Can anyone tell me if blitz3d has ever been tested on my chip? I'm guessing it hasn't been. If it would help I can make myself available to provide a vnc server on my machine to let someone try to reproduce the problem. |
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The scale in ScaleImage is the amount of times to scale, not the number of pixels. So if your original image were 256x256, it would end up at 28,160 pixels by 28,160 pixels with ScaleImage(image,110,110). That's over 3 GB of memory, and last time I looked, there were not very many cards with that much. |
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D'oh! I misread the documentation. I thought it meant 110 would scale 110% That would be 1.1 then. So I haven't done something completely daft with the first one then? Thanks for your help. |