Author Topic: CoronaBitmap fails when setting filename using MXS  (Read 1622 times)

2016-01-11, 16:29:55

JCdeBlok

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obj=teapot();
mat=CoronaMtl()
mat.texmapDiffuse = CoronaBitmap()
mat.texmapDiffuse.filename = "test.jpg"
obj.material = mat

Adjust test.jpg  to some existing texture file, run it and sample the material from the teapot into the material editor.

Notice the CoronaBitmap shows a "Could not load texture file: test.jpg Reason: Unsupported image format." message.

Then pressing "load map" -> "ok"  does load it correctly.

[Corona version: 1.3
Full-speed, Non-debug, MaxSDK 2016
Build timestamp: Nov  3 2015 13:07:13
Defines: Wide RGB ]

2016-05-02, 12:07:28
Reply #1

hubrobin

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Hey,
I apologize for the late answer! I have just tried what you suggested, but everything went through just fine using 3ds Max 2016 and Corona 1.3. What were the exact steps that led to this bug? Did you have a specific scene opened you could share? Could you try with the latest daily build?

Thanks!

2016-05-08, 19:49:02
Reply #2

Ondra

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Hi,
any progress?
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)