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).
This commit is contained in:
ThorstenB 2012-03-17 10:02:13 +01:00
parent 47c2dce26d
commit ca97e67511

View File

@ -211,35 +211,42 @@ SGMaterial::read_properties(const SGReaderWriterOptions* options,
ompath = SGPath("Textures"); ompath = SGPath("Textures");
ompath.append(omname); ompath.append(omname);
fullMaskPath = SGModelLib::findDataFile(ompath.str(), options); fullMaskPath = SGModelLib::findDataFile(ompath.str(), options);
} }
osg::Image* image = osgDB::readImageFile(fullMaskPath, options); if (fullMaskPath.empty()) {
if (image->valid()) SG_LOG(SG_GENERAL, SG_ALERT, "Cannot find texture file \""
<< ompath.str() << "\"");
}
else
{ {
osg::Texture2D* object_mask = new osg::Texture2D; osg::Image* image = osgDB::readImageFile(fullMaskPath, options);
if (image && image->valid())
bool dds_mask = (ompath.lower_extension() == "dds"); {
osg::Texture2D* object_mask = new osg::Texture2D;
if (dds[i] != dds_mask) {
// Texture format does not match mask format. This is relevant for bool dds_mask = (ompath.lower_extension() == "dds");
// the object mask, as DDS textures have an origin at the bottom
// left rather than top left, therefore we flip the object mask if (dds[i] != dds_mask) {
// vertically. // Texture format does not match mask format. This is relevant for
image->flipVertical(); // the object mask, as DDS textures have an origin at the bottom
// left rather than top left, therefore we flip the object mask
// vertically.
image->flipVertical();
}
object_mask->setImage(image);
// We force the filtering to be nearest, as the red channel (rotation)
// in particular, doesn't make sense to be interpolated between pixels.
object_mask->setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST);
object_mask->setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST);
object_mask->setDataVariance(osg::Object::STATIC);
object_mask->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
object_mask->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
_masks.push_back(object_mask);
} }
}
object_mask->setImage(image);
// We force the filtering to be nearest, as the red channel (rotation)
// in particular, doesn't make sense to be interpolated between pixels.
object_mask->setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST);
object_mask->setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST);
object_mask->setDataVariance(osg::Object::STATIC);
object_mask->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
object_mask->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
_masks.push_back(object_mask);
}
} }
} }