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Better error reporting when dying because of too many nodex, normals, or

texture coords.
This commit is contained in:
curt 1999-05-19 20:01:15 +00:00
parent 1cbe332e1c
commit 447cc39f7b

View file

@ -282,7 +282,8 @@ int fgObjLoad( const string& path, fgTILE *t) {
vncount++; vncount++;
} else { } else {
FG_LOG( FG_TERRAIN, FG_ALERT, FG_LOG( FG_TERRAIN, FG_ALERT,
"Read too many vertex normals ... dying :-(" ); "Read too many vertex normals in " << path
<< " ... dying :-(" );
exit(-1); exit(-1);
} }
} else if ( token == "vt" ) { } else if ( token == "vt" ) {
@ -293,7 +294,8 @@ int fgObjLoad( const string& path, fgTILE *t) {
vtcount++; vtcount++;
} else { } else {
FG_LOG( FG_TERRAIN, FG_ALERT, FG_LOG( FG_TERRAIN, FG_ALERT,
"Read too many vertex texture coords ... dying :-(" "Read too many vertex texture coords in " << path
<< " ... dying :-("
); );
exit(-1); exit(-1);
} }
@ -306,7 +308,8 @@ int fgObjLoad( const string& path, fgTILE *t) {
t->ncount++; t->ncount++;
} else { } else {
FG_LOG( FG_TERRAIN, FG_ALERT, FG_LOG( FG_TERRAIN, FG_ALERT,
"Read too many nodes ... dying :-("); "Read too many nodes in " << path
<< " ... dying :-(");
exit(-1); exit(-1);
} }
} else if ( token == "t" ) { } else if ( token == "t" ) {