core::dimension2d<u32> atlas_dim(1024,1024);
video::IImage *atlas_img =
driver->createImage(video::ECF_A8R8G8B8, atlas_dim);
- assert(atlas_img);
+ //assert(atlas_img);
+ if(atlas_img == NULL)
+ {
+ dstream<<"TextureSource::buildMainAtlas(): Failed to create atlas "
+ "image; not building texture atlas."<<std::endl;
+ return;
+ }
/*
- A list of stuff to add. This should contain as much of the
- stuff shown in game as possible, to minimize texture changes.
+ A list of stuff to include in the texture atlas.
+
+ It is a single-dimensional texture atlas due to the need to tile
+ textures.
+
+ It should contain as much of the stuff shown in game as possible,
+ to minimize texture changes.
+
+ It fills up quickly, so do not add anything that isn't contained
+ in most MapBlocks. E.g. mese isn't suitable but stone is.
*/
core::array<std::string> sourcelist;
sourcelist.push_back("cobble.png");
sourcelist.push_back("mossycobble.png");
sourcelist.push_back("gravel.png");
- sourcelist.push_back("cactus.png");
sourcelist.push_back("jungletree.png");
sourcelist.push_back("stone.png^mineral_coal.png");