diff --git a/panda/src/dxgsg8/dxTextureContext8.cxx b/panda/src/dxgsg8/dxTextureContext8.cxx index 773c08c15d..d1aa0e9693 100644 --- a/panda/src/dxgsg8/dxTextureContext8.cxx +++ b/panda/src/dxgsg8/dxTextureContext8.cxx @@ -1109,10 +1109,10 @@ IDirect3DTexture8 *DXTextureContext::CreateTexture(DXScreenData &scrn) { char *szErrorMsg; - szErrorMsg = "CreateTexture failed: couldn't find compatible device Texture Pixel Format for input texture!\n"; + szErrorMsg = "CreateTexture failed: couldn't find compatible device Texture Pixel Format for input texture: "; if(dxgsg_cat.is_spam()) - dxgsg_cat.spam() << "CreateTexture handling target bitdepth: " << target_bpp << " alphabits: " << cNumAlphaBits << "\n"; + dxgsg_cat.spam() << "CreateTexture handling target bitdepth: " << target_bpp << " alphabits: " << cNumAlphaBits << endl; // I could possibly replace some of this logic with D3DXCheckTextureRequirements(), but // it wouldnt handle all my specialized low-memory cases perfectly @@ -1177,7 +1177,7 @@ IDirect3DTexture8 *DXTextureContext::CreateTexture(DXScreenData &scrn) { // at this point, bail. dont worry about converting to non-alpha formats yet, // I think this will be a very rare case - szErrorMsg = "CreateTexture failed: couldn't find compatible Tex DDPIXELFORMAT! no available 16 or 32-bit alpha formats!\n"; + szErrorMsg = "CreateTexture failed: couldn't find compatible Tex DDPIXELFORMAT! no available 16 or 32-bit alpha formats!"; } else { // convert 3 or 4 channel to closest 16bpp color fmt @@ -1298,8 +1298,10 @@ IDirect3DTexture8 *DXTextureContext::CreateTexture(DXScreenData &scrn) { } // if we've gotten here, haven't found a match - - dxgsg_cat.error() << szErrorMsg << endl; + dxgsg_cat.error() << szErrorMsg << ": " << _tex->get_name() << endl + << "NumColorChannels: " <