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Main forum => Bug Reports => Topic started by: MrTAToad on 2011-May-07

Title: JPEG's
Post by: MrTAToad on 2011-May-07
Was testing to see whether the JPEG problem had been solved (which it hasn't).  However, I did receive a somewhat more useful error message than the standard crash (obviously added in V9) :

Quote*** Unhandled exception ***
   EXCEPTION_INVALID_HANDLE

Hopefully that'll help  =D
Title: Re: JPEG's
Post by: Kitty Hello on 2011-May-09
On Windows?
Can you send me such a JPEG that crashes on Windows? Maybe I can find the bug then.
Title: Re: JPEG's
Post by: spicypixel on 2011-May-09
If you LOADBMP from a function with a jpeg initially before your game loop and then from within the loop call the function to LOADBMP (the same jpeg) it crashes. Well for me anyway. Hope that helps. Win7 x64 here.
Title: Re: JPEG's
Post by: ampos on 2011-May-10
Please, sent him the jpg file and a tiny example code. We need jpeg bug fixed, it has been evading the fix for a long time.
Title: Re: JPEG's
Post by: MrTAToad on 2011-May-10
Gernot thinks he may have found the problem and is hoping that is the cause across all platforms :)
Title: Re: JPEG's
Post by: Ian Price on 2011-May-10
Quote from: MrTAToad on 2011-May-10
Gernot thinks he may have found the problem and is hoping that is the cause across all platforms :)
Yay!!! Let's Parteeeeeeeee!! =D
Title: Re: JPEG's
Post by: MrTAToad on 2011-May-10
Not quite time for that yet :)
Title: Re: JPEG's
Post by: Ian Price on 2011-May-10
Oh well. I'll just start warming the Vol-au-vents. :P
Title: Re: JPEG's
Post by: MrTAToad on 2011-May-10
Dont eat too many!
Title: Re: JPEG's
Post by: Ian Price on 2011-May-10
Can't stand 'em myself! :P
Title: Re: JPEG's
Post by: MrTAToad on 2011-May-10
All the more for us then!
Title: Re: JPEG's
Post by: ampos on 2011-May-11
Has been "fixed"? I would love to test this jpeg fix ASAP...  :enc:
Title: Re: JPEG's
Post by: MrTAToad on 2011-May-11
Give it a go anyway - seems okay on Windows and Linux, but with problems on webOS, Windows CE (possibly) and Android.

Dont know about any other platform.
Title: Re: JPEG's
Post by: Kitty Hello on 2011-May-11
If it works on iOS, I think the bug is about the optimization. I set that to -O0 for Windows and iOS now.
Title: Re: JPEG's
Post by: MrTAToad on 2011-May-11
Hope someone will be able to try it on an iPhone - at least its getting there!
Title: Re: JPEG's
Post by: ampos on 2011-May-12
I did this little prog:

Code (glbasic) Select
SETCURRENTDIR("Media") // seperate media and binaries?
WHILE TRUE
MOUSESTATE mx,my,b1,b2
IF b1=1
LOADSPRITE sp+".jpg",1
sp=1-sp
REPEAT;UNTIL MOUSEAXIS(3)=0
ENDIF

INC x,GETJOYX(0)*10;DEC y,GETJOYY(0)*10
DRAWSPRITE 1,x,y
SHOWSCREEN
WEND


With 2 files in /media folder: 0.jpg & 1.jpg. Tested with images 700x700 and 1400x2000 pixels.

Windows 7: not a crash  :enc:

iPhone 4 4.2: not a single crash, works fine.  :enc: :enc: :enc: :enc: :enc: :enc: :enc: :enc: :enc: :enc: :enc: :enc:

Palm Pre 2: it load the first image with no crashes. Once you try to change image (touching screen) it crash 80% of the times. If you try another image change, it always crashes. Strange, but on the 700x700 images it seems to crash almost all the times for the 2nd load.
Title: Re: JPEG's
Post by: MrTAToad on 2011-May-12
Yes, I mentioned that in the Android beta post :)

It also crashes with Android and Windows CE seems to hang.

Cant try any other platform unfortunately...
Title: Re: JPEG's
Post by: Kitty Hello on 2011-May-12
OK, I forgot the -O0 for WebOS. If it works on iOS, I think that was the reason. Phew.