Avoid segfault when a texture file is missing.
Always check the return value of "findDataFile". If it's empty, always provide the _original_ path being searched in an error message. Otherwise we eventually just get useless 'Can't find file "".' error messages (and also a segfault here, since osgDB::readImageFile("") returns NULL).
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@ -211,35 +211,42 @@ SGMaterial::read_properties(const SGReaderWriterOptions* options,
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ompath = SGPath("Textures");
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ompath = SGPath("Textures");
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ompath.append(omname);
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ompath.append(omname);
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fullMaskPath = SGModelLib::findDataFile(ompath.str(), options);
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fullMaskPath = SGModelLib::findDataFile(ompath.str(), options);
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}
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}
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osg::Image* image = osgDB::readImageFile(fullMaskPath, options);
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if (fullMaskPath.empty()) {
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if (image->valid())
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SG_LOG(SG_GENERAL, SG_ALERT, "Cannot find texture file \""
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<< ompath.str() << "\"");
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}
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else
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{
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{
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osg::Texture2D* object_mask = new osg::Texture2D;
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osg::Image* image = osgDB::readImageFile(fullMaskPath, options);
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if (image && image->valid())
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bool dds_mask = (ompath.lower_extension() == "dds");
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{
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osg::Texture2D* object_mask = new osg::Texture2D;
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if (dds[i] != dds_mask) {
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// Texture format does not match mask format. This is relevant for
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bool dds_mask = (ompath.lower_extension() == "dds");
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// the object mask, as DDS textures have an origin at the bottom
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// left rather than top left, therefore we flip the object mask
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if (dds[i] != dds_mask) {
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// vertically.
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// Texture format does not match mask format. This is relevant for
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image->flipVertical();
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// the object mask, as DDS textures have an origin at the bottom
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// left rather than top left, therefore we flip the object mask
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// vertically.
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image->flipVertical();
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}
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object_mask->setImage(image);
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// We force the filtering to be nearest, as the red channel (rotation)
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// in particular, doesn't make sense to be interpolated between pixels.
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object_mask->setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST);
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object_mask->setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST);
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object_mask->setDataVariance(osg::Object::STATIC);
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object_mask->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
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object_mask->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
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_masks.push_back(object_mask);
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}
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}
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}
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object_mask->setImage(image);
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// We force the filtering to be nearest, as the red channel (rotation)
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// in particular, doesn't make sense to be interpolated between pixels.
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object_mask->setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST);
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object_mask->setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST);
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object_mask->setDataVariance(osg::Object::STATIC);
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object_mask->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
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object_mask->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
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_masks.push_back(object_mask);
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}
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}
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}
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}
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}
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