add prints for texture loading (we're running into texture limit a lot so its handy...
authorCampbell Barton <ideasman42@gmail.com>
Tue, 24 Jul 2012 13:01:55 +0000 (13:01 +0000)
committerCampbell Barton <ideasman42@gmail.com>
Tue, 24 Jul 2012 13:01:55 +0000 (13:01 +0000)
intern/cycles/render/image.cpp

index 1af0972ecf9580317f9e8f0035b229d3d8810429..e2c760f0114c8adbf4b302c19e9f5d9752c42052 100644 (file)
@@ -235,6 +235,8 @@ bool ImageManager::file_load_image(Image *img, device_vector<uchar4>& tex_img)
                return false;
        }
 
+       printf("loading byte image: '%s' %dx%d\n", img->filename.c_str(), width, height);
+
        /* read RGBA pixels */
        uchar *pixels = (uchar*)tex_img.resize(width, height);
        int scanlinesize = width*components*sizeof(uchar);
@@ -297,6 +299,8 @@ bool ImageManager::file_load_float_image(Image *img, device_vector<float4>& tex_
                return false;
        }
 
+       printf("loading float image: '%s' %dx%d\n", img->filename.c_str(), width, height);
+
        /* read RGBA pixels */
        float *pixels = (float*)tex_img.resize(width, height);
        int scanlinesize = width*components*sizeof(float);