Comments (4)
So there's two textures StereoKit uses in different conditions, it sounds likely that you're setting one, but not the other?
The "fallback" texture (globally set via Tex.SetLoadingFallback/tex_set_loading_fallback
, and individually set by Tex.FallbackOverride/tex_set_fallback
) shows when the texture is still loading, this is a grey grid by default, and indicates a successful, but busy state.
The "error" texture (globally set via Tex.SetErrorFallback/tex_set_error_fallback
) shows when the texture has encountered some sort of issue at some point during loading, and it's a reddish grid texture.
*edit: Hang on, you totally said error fallback texture! Nevermind all that. I'll take a peek and make sure that's behaving as expected.
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Ah, just FYI, I have repro'd something that is probably this issue! No fix yet, but probably soon.
In this snippet, the first item should be the red failure texture, and the second should be black. However, both are black, and when reversed, both are the red failure texture.
Tex failedTex;
Material failedMat;
Tex failedFallbackTex;
Material failedFallbackMat;
public void Initialize()
{
Log.Info("Expected texture load failure:");
failedTex = Tex.FromFile("file_that_doesnt_exist.png");
failedMat = Material.Default.Copy();
failedMat[MatParamName.DiffuseTex] = failedTex;
Log.Info("Expected texture load failure:");
failedFallbackTex = Tex.FromFile("file_that_doesnt_exist.png");
failedFallbackTex.FallbackOverride = Tex.Black;
failedFallbackMat = Material.Default.Copy();
failedFallbackMat[MatParamName.DiffuseTex] = failedFallbackTex;
}
public void Step()
{
Mesh.Sphere.Draw(failedMat, Matrix.TS(-0.1f, 0, -0.5f, 0.1f));
Mesh.Sphere.Draw(failedFallbackMat, Matrix.TS(0.1f, 0, -0.5f, 0.1f));
}
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Ah, no, actually that's expected here. Both textures will be a reference to the same failed asset in this case. Guess I'll keep digging.
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I only got the error texture when I use tex_create with the id (without an id it's the ugly side effect)
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