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do not crash and exit game when core data textures are not found
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@@ -930,7 +930,7 @@ void Texture2DGl::init(Filter filter, int maxAnisotropy) {
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if(error != GL_NO_ERROR) {
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const char *errorString= reinterpret_cast<const char*>(gluErrorString(error));
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char szBuf[8096]="";
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snprintf(szBuf,8096,"Error creating texture 2D [%s], returned: %d [%s] (%X) [%s] w = %d, h = %d, glInternalFormat = %d, glFormat = %d, glCompressionFormat = %d",this->path.c_str(),error,errorString,error,pixmap.getPath().c_str(),pixmap.getW(),pixmap.getH(),glInternalFormat,glFormat,glCompressionFormat);
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snprintf(szBuf,8096,"Error creating texture 2D path [%s], returned: %d [%s] (%X) [%s] w = %d, h = %d, glInternalFormat = %d, glFormat = %d, glCompressionFormat = %d",this->path.c_str(),error,errorString,error,pixmap.getPath().c_str(),pixmap.getW(),pixmap.getH(),glInternalFormat,glFormat,glCompressionFormat);
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throw megaglest_runtime_error(szBuf);
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}
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}
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