Comments (10)
I develop primarily on Mac 64 bit and have not seen this problem. Can you send more details or a screenshot?
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The only detail is that I did a fresh 64-bit build in Xcode 4 on Mac OS 10.6. Here's the behavior: http://joe.lt3.us/me_bug.png
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Curious. Are you running through the TestSelector app? Also, any details on your machine?
http://ploader.net/files/f41e8e6547ab2960b43dd6739ee0dcd5.png
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Yep, I am. The machine is a 13" MacBook Air without any unusual modifications. Text also shows up as white rectangles (though they are of the appropriate sizes, etc, and render fine in 32-bit mode). I think this is because they're drawing as white-on-alpha, which comes out to white-on-white.
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Hmm - I am on a MacBook Pro myself.
The only place I can see that it would cause that issue is OpenGL/OpenGLTextureAsset.cpp or stb_image.
The code here is:
unsigned char* data = stbi_load(filename.c_str(), &w, &h, &n, STBI_rgb_alpha);
If I replace that to STBI_rgb and tell OpenGL it's just an RGB, I can recreate your screenshot. So the alpha channel isn't being loaded properly for you in 64bit... winces
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Oh! Wait a minute, did the TestSelector screen render text render, telling you "Press 1 for ..." etc?
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It shows as white rectangles of varying sizes -- white on alpha, thus white on white.
Could it have to do with the switch statement at OpenGLCraphics.cpp:88? It's missing a case for BLEND_NONE. A long shot, I guess. Or could it have to do with some ignored 64-bit size/precision/signedness warnings?
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Oh, there we go.
REPRODUCE: Build as Release configuration and run on XCode4. (You can do this quickly by attempting to profile)
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Fixed with commit 73cabbb
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Awesome! Just wanted to let you know this fix worked a trick for me as well. Good detective work!
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Related Issues (10)
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