Hum... I don't know if it's a good idea to use freeimage in my project.
In fact there is strange conflict in larger project with LoadImage() or LoadAnimImage() or LoadAnimFreeImage() that I can't reproduce...
The only reason I see is because I'm using Blide and is custom import framework system cause problem.
The bug came after a special "combination"
LoadAnimFreeImage("x.gif")
LoadImage("y.png")
LoadImage("z.png") <= strange bug : Unhandled Exception:Unhandled Memory Exception Error
(line 59 of "image.bmx") t.seqs=New Int[frames]
sometime the bug is at (line 652 of "stream.bmx") path=path.Replace( "\","/" )
And that's why I really don't understand...
GLMax2DDriver() and Graphic() are set before (since it won't work after)
In fact there is strange conflict in larger project with LoadImage() or LoadAnimImage() or LoadAnimFreeImage() that I can't reproduce...
The only reason I see is because I'm using Blide and is custom import framework system cause problem.
The bug came after a special "combination"
LoadAnimFreeImage("x.gif")
LoadImage("y.png")
LoadImage("z.png") <= strange bug : Unhandled Exception:Unhandled Memory Exception Error
(line 59 of "image.bmx") t.seqs=New Int[frames]
sometime the bug is at (line 652 of "stream.bmx") path=path.Replace( "\","/" )
And that's why I really don't understand...
GLMax2DDriver() and Graphic() are set before (since it won't work after)