Search found 164 matches
- Sun Aug 14, 2011 4:01 pm
- Forum: Programming Discussion
- Topic: Segmentation fault with function pointers
- Replies: 5
- Views: 978
Re: Segmentation fault with function pointers
I renamed the functions in my test program and it ran well, I renamed them back to what they were before and made the function pointers static and it also worked. Thanks! It always seems to be something really small that trips me up :oops: You're welcome! If you don't know what the static keyword d...
- Sat Aug 13, 2011 3:10 pm
- Forum: Programming Discussion
- Topic: Optimizing several glDrawElements calls
- Replies: 7
- Views: 1332
Optimizing several glDrawElements calls
I am currently working on the font system for my game's engine, and I've come up with this great design that gives me great frame rates and a shitload of flexibility. However, there is some optimization that I think could be done with my rendering code, and I've come up against a bit of a snag in ge...
- Fri Aug 12, 2011 3:05 pm
- Forum: Programming Discussion
- Topic: Segmentation fault with function pointers
- Replies: 5
- Views: 978
Re: Segmentation fault with function pointers
init = initFunc; It would appear that init is a variable somewhere in your library, yes? Like this: void (*init)(void); But you have another symbol in main.c called init... void init() { } I don't use shared libraries all that often myself (I prefer static libraries for a number of reasons), so I m...
- Sun Apr 10, 2011 4:03 pm
- Forum: Programming Discussion
- Topic: [SOLVED]Setting up OpenGl's projection mode units?
- Replies: 12
- Views: 1468
Re: Setting up OpenGl's projection mode units to equal pixels?
If I'm understanding the question properly, you want (0,0) to be the top-left corner, and (w,h) to be the bottom-right corner, correct? To do that, you would use this code: glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0, width, height, 0.0, -1.0, 1.0); gl...
- Fri Apr 08, 2011 9:09 am
- Forum: Programming Discussion
- Topic: [SOLVED]Opengl Alpha Test
- Replies: 11
- Views: 1257
Re: Opengl Alpha Test
I rewrote some of my code to be like yours and it still had the same issue. I'm thinking it might be an issue with my texture? I don't see how that could be though, I literally just saved a .PNG like I always do... Edit* I tried using the texture you supplied and it's the same deal, NOTHING will di...
- Fri Apr 08, 2011 1:58 am
- Forum: Programming Discussion
- Topic: [SOLVED]Opengl Alpha Test
- Replies: 11
- Views: 1257
Re: Opengl Alpha Test
I'm pretty much stumped. The only thing I can think of is perhaps an issue with your texture. I put together a quick test to see if I could replicate the issue, but I could not. Here is the code I used: #include "SDL/SDL.h" #include "SDL/SDL_opengl.h" #ifdef __APPLE__ # include &...
- Fri Apr 08, 2011 1:01 am
- Forum: Programming Discussion
- Topic: [SOLVED]Opengl Alpha Test
- Replies: 11
- Views: 1257
Re: Opengl Alpha Test
I've added those lines, and tried your suggestions and it's still the same thing, nothing draws. Also, when I remove the line you said it ends up not loading the textures ( the quads show up as white with no texture ), so that doesn't fix the BGR problem. To be perfectly clear my issue is, that I w...
- Fri Apr 08, 2011 12:31 am
- Forum: Programming Discussion
- Topic: [SOLVED]Opengl Alpha Test
- Replies: 11
- Views: 1257
Re: Opengl Alpha Test
My mistake. Add this before your call to SDL_SetVideoMode(): SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8); SDL doesn't always set you up with an alpha channel when you create an...
- Thu Apr 07, 2011 11:00 pm
- Forum: Programming Discussion
- Topic: [SOLVED]Opengl Alpha Test
- Replies: 11
- Views: 1257
Re: Opengl Alpha Test
Assuming that what you want is for your textures to have translucent pixels, this bit glAlphaFunc( GL_GREATER, 0.1f ); glEnable( GL_ALPHA_TEST ); should be glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glEnable( GL_BLEND ); See the documentation for glAlphaFunc() and glBlendFunc() if you're i...
- Thu Apr 07, 2011 5:56 pm
- Forum: Programming Discussion
- Topic: Simple C Error
- Replies: 6
- Views: 812
Re: Simple C Error
char *cmd = (char *)malloc(sizeof(char) * (strlen("gcc -std=c99 ") + strlen(fileName) + 1)); // The sizeof(char) may look a little redundant, but I have a habit of writing my C-style allocations to be ready to upgrade to wide characters with just a few project-wide find/replaces. sprintf(...
- Thu Apr 07, 2011 3:44 pm
- Forum: Programming Discussion
- Topic: Simple C Error
- Replies: 6
- Views: 812
Re: Simple C Error
The problem lies in this line: system(strcat("gcc -std=c99 ", fileName)); I think you're missing some of the basic concepts of C strings, or maybe just C memory management. What's going on here is something like this: When you compile this file, the compiler will create a 14-byte space in ...
- Fri Apr 01, 2011 2:20 am
- Forum: General Gaming
- Topic: Post every time you beat a game.
- Replies: 629
- Views: 854697
Re: Post every time you beat a game.
Borderlands.
What an abrupt ending.
What an abrupt ending.
- Sat Feb 12, 2011 10:53 pm
- Forum: Programming Discussion
- Topic: 3d models
- Replies: 8
- Views: 912
Re: 3d models
Thanks.k1net1k wrote:welcome krolgar a first post that's actually informative. i never thought this could be
- Sat Feb 12, 2011 2:45 pm
- Forum: Programming Discussion
- Topic: 3d models
- Replies: 8
- Views: 912
Re: 3d models
It really depends on what you want. Here's a list of some common formats: Direct3D .X - This format is pretty good. It's easy to understand (and therefore easy to load), has both an ASCII and binary format, and has the main features you might want, including animations and materials. X files can be ...