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 Post subject: GL_LoadTextures Error?
PostPosted: Wed Jul 13, 2005 11:28 pm 
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Joined: Sun Mar 09, 2003 10:47 pm
Posts: 1612
Location: Ohio
After loading 16 to 50 different custom maps with textures enabled, I always hit this particular error:

Image

I don't think it is a big deal or anything, there's no pattern to maps that cause the problem. It could be any map large or small, it's unpredictable and only occurs after I load a lot of them.

But, I never see this problem except when I am testing a ton of custom maps and have never seen it when playing a game.


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PostPosted: Thu Jul 14, 2005 5:19 am 
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Joined: Tue Jul 20, 2004 4:36 am
Posts: 40
Location: Sweden
Heh I also get that when I test a ton of custom maps.

I *think* what fuh explains in the following link is connected to this; http://www.quakesrc.org/forums/viewtopic.php?t=5155


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PostPosted: Thu Jul 14, 2005 5:52 am 
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Joined: Mon May 02, 2005 4:41 am
Posts: 18
Yes, JoeQuake (and many other engines) doesn't release any of the OpenGL texes while running, therefore you hit this limit after loading many [different] maps in e.g. a script.

FitzQuake, DarkPlaces and all my engines release most or all of the texes between maps. However, there are also other limits that will prevent loading too many maps in one session.


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PostPosted: Thu Jul 14, 2005 11:05 am 
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Joined: Sun Mar 09, 2003 10:47 pm
Posts: 1612
Location: Ohio
Mandel wrote:
Heh I also get that when I test a ton of custom maps.

I *think* what fuh explains in the following link is connected to this; http://www.quakesrc.org/forums/viewtopic.php?t=5155


Thanks. That was very informative.

Looks like this error would never happen when playing Quake then unless you played 12 hours straight.

I think I tested 300 maps yesterday and without JoeQuake, that would have been extremely painful to do. :)


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