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#ActualMercile55

Posted 25 January 2013 - 09:12 AM

Just one more question for clarity. How does SetTexture get called and m_Texture set in effect ?

EDIT(2):
I think there's either something wrong with the LinkedList, so that for some reason, things get reset.
EDIT: removed invalid statement.

Other than that, check pointers to m_Texture when calling Draw for every item on the list, and compare to the root one from m_pSquare (I believe).

It maybe easier if you could post complete code of the AddNode, CLinkedList constructor that is being used, and ==/!= overloads, only any code dealing with CNode and head/end objects.

#4Mercile55

Posted 22 January 2013 - 06:15 PM

Just one more question for clarity. How does SetTexture get called and m_Texture set in effect ?

EDIT(2):
I think there's either something wrong with the LinkedList, so that for some reason, things get reset. It may not necessarily be noticed, as static_cast will call constructor on CSprTex, so the instance will appear correct, therefore, if all objects in linked list are invalid, then they are all gonna be created anew when statically cast.

Other than that, check pointers to m_Texture when calling Draw for every item on the list, and compare to the root one from m_pSquare (I believe).

It maybe easier if you could post complete code of the AddNode, CLinkedList constructor that is being used, and ==/!= overloads, only any code dealing with CNode and head/end objects.

#3Mercile55

Posted 22 January 2013 - 06:14 PM

<p>Just one more question for clarity. How does SetTexture get called and m_Texture set in effect ?</p>
<p>&nbsp;</p>
<p>EDIT(2):</p>
<p>I think there's either something wrong with the LinkedList, so that for some reason, things get reset. It may not necessarily be noticed, as static_cast will call constructor on CSprTex, so the instance will appear correct, therefore, if all objects in linked list are invalid, then they are all gonna be created anew when statically cast.</p>
<p>&nbsp;</p>
<p>Other than that, check pointers to m_Texture when calling Draw for every item on the list, and compare to the root one from m_pSquare (I believe).</p>
<p>&nbsp;</p>
<p>It maybe easier if you could post complete code of the AddNode, CLinkedList constructor that is being used, and ==/!= overloads, only any code dealing with CNode and head/end objects.</p>

#2Mercile55

Posted 22 January 2013 - 05:33 PM

Just one more question for clarity. How does SetTexture get called and m_Texture set in effect ?

#1Mercile55

Posted 22 January 2013 - 05:29 PM

Just one more question for clarity. You do call SetTexture on CSprTex when cloning, right ? so that m_Texture points to a texture ?


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