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Member Since 29 Dec 2006
Offline Last Active May 18 2016 08:39 AM

Posts I've Made

In Topic: Entire screen turns white when switching to textures

18 May 2016 - 08:33 AM

Thanks for the response.
While my code isn't doing anything with the error checking, I tested value of e through debug.
The problem is now identified, it was in my fragment shader.  The incoming UV was saved to a vec2 called "uv" but my sampler line called out "UV".  Came down to a case of case-sensitivity.

In Topic: New to OpenGL, /similar/ programs do not display the same

30 March 2016 - 07:55 AM

Thanks SapphireG, I had not realized that the clipping was done at 0.0 and 1.0 for the Z (your suggestion seems to have taken care of the problem!)

Seems being on the edge of the clipping depth was causing inconsistent results.

In Topic: Runs in debug, not release

29 March 2012 - 03:32 AM

Awesome, managed to get it fixed! The problem was happening around this code:
if(numVSBuffers > 0){
  DevCon->VSSetConstantBuffers(0, numVSBuffers, reinterpret_cast<ID3D11Buffer* const*>(g_pVSConstantBuffers));
where numVSBuffers is an int. I added "numVSBuffers = 0;" to the constructor for the class, and the problem went away.

In Topic: Why would this fail?

05 March 2012 - 08:23 PM

Thanks for the help! I downloaded the Application Verifier, and although the results from it didn't help me to find the problem, I ended up finding it by manually following each step in the program. It was indeed due to writing to memory outside the array size, and now it's working great!

In Topic: Why would this fail?

03 March 2012 - 07:50 PM

Thanks for quick response!
Is there any easier way to track that down than to follow every step of the program, manually tracking those items?