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Jevi

Member Since 15 Jul 2012
Offline Last Active Jan 28 2013 09:46 PM

Posts I've Made

In Topic: Box2D Incorrect Collision Calculation

27 January 2013 - 07:23 PM

I figured it out. Make sure you take into consideration where the point of origin is in a b2Body which is the center point of the b2Shape. I was not translating my images to the center and that's why they looked off.


In Topic: OpenGL 2D Selection Scaling Multiple Times

24 December 2012 - 06:17 PM

This question has been answered here: http://stackoverflow.com/questions/14025740/convert-sdl-window-position-to-opengl-world-position


In Topic: Using std::vector to load data to VBO

15 December 2012 - 05:53 PM


What do you mean it won't get passed; what isn't passed to that function? Does it not generate a unique buffer handle?


I'm using Microsoft Visual Studio and it gives me the option to Break or Continue. This is what the message says "Unhandled exception at 0x77a215de in FractalGenerator.exe: 0xC0000005: Access violation." at that glGenBuffer line. Am I using the correct libraries for this? Im using glew for the extensions and sdl_opengl


I figured it out. I did not initialize glew functions. All I needed was glewInit(): and everything worked... :) thanks!

In Topic: Using std::vector to load data to VBO

15 December 2012 - 05:42 PM

What do you mean it won't get passed; what isn't passed to that function? Does it not generate a unique buffer handle?


I'm using Microsoft Visual Studio and it gives me the option to Break or Continue. This is what the message says "Unhandled exception at 0x77a215de in FractalGenerator.exe: 0xC0000005: Access violation." at that glGenBuffer line. Am I using the correct libraries for this? Im using glew for the extensions and sdl_opengl

In Topic: Using std::vector to load data to VBO

15 December 2012 - 04:49 PM

When drawing, you're binding the color buffer object but setting the vertex pointer. Sounds from your description though that you are much better of drawing pixel rectangle with glDrawPixels instead of drawing the individual pixels as points.


Yeah I have updated the code to use glColorPointer for the color buffer but that is not where my original problem is.

Is there any reason why my code won't get passed

glGenBuffers(1, &_vertexHandle);

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