Funny thing is, destroyImageSet works fine as long as the imageset doesn't exist.
Anyway, so I tried to be clever and work around it, I just append a random number at the end of "MyImagesNum" + random
And create a new imageset instead of deleteing the old one...
However, if I create just one imageset, my app works fine and I can exit fine. If I create an additionaly one (1+) image sets, than the app stalls on exiting. Kinda hard to step through since I havn't got my debug setup yet (stlport and VC6 and all). Just wondering if anyone has any ideas?
Though, looks like some sort of buffer overflow: (Image set name is MyImageSet Num#, not ******* or nt
snippet of log during imageset creation:
Code: Select all
8/2004 05:24:25 (InfL2) Imageset '*******************5555' has been created with texture only.
28/08/2004 05:24:27 (InfL2) Window 'Demo7/Window3/Image1' has been destroyed.
28/08/2004 05:24:27 (InfL2) Window 'Demo7/Window3/Image1' of type 'Taharez StaticImage' has been created.
28/08/2004 05:24:27 (InfL2) Imageset 'ht' has been created with texture only.
It might be on my end, but I don't see how. Or it could be related to the fact that I use the same material, and just recreate a texture each time... Although, the movies/textures do indeed switch/work.