I’ve written a program, to load some objects, and a texture manager to go with this to stop textures being loaded more than is needed (multiple copies), but the problem comes when I run this on other machines. There doesn’t seem to be a problem with the manager itself because when I run it on my computer (a 1 gig with 512 Mb of RAM and a S3 Savage4) with hardware acc or without it. The problem comes when I try to run it on a Ati Mach64 Rage Pro, most textures work, but many show about half the texture, a quarter screwed up, and an OK quarter. This makes the machine crash on many an occasion.
These textures aren’t square, or in the 2^x by 2^y format since I’m using gluBuild2DMipmaps.
I think I’ve narrowed the problem down to the actual loading of the texture (though it works on other machines with hardware or software rendering), the way it’s scaled to fit the square format (though square pictures sometime still get problems), or the way it’s stored on the gfx card.
Help me!
Simon Hall