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ElDuro

Member Since 28 Jan 2013
Offline Last Active Dec 14 2014 08:29 PM

#5146866 watercyfle

Posted by ElDuro on 14 April 2014 - 04:54 AM

edit: i had my laugh now let me try to help.

where exactly are you having problems? what is it that you understand and what don't you understand? do you know what you need to do? do you get the idea? No one is going to do your assignment for you, no matter how many times you say please. But if you have any questions then this is the right place.




#5140161 Could someone explain this?

Posted by ElDuro on 18 March 2014 - 06:08 PM

I like to say char * a_pointer;

You can also declare it as int main(int argc char **argv);

http://stackoverflow.com/questions/3898021/mainint-argc-char-argv




#5043583 Textbook code memory leak

Posted by ElDuro on 15 March 2013 - 08:41 PM

I don't understand how someone gets away with publishing code that has memory leaks, leaving me to find them. I emailed the author, and I don't think I'm going to get a response.

I tried switching to the code found below, which is similar, and doesn't have any leaks. But the problem is that I am having trouble making it so that my character can hold something in his hand. With the textbook code, the application shows the character holding (a sword in this case) and moving it around just fine, but I can't find the memory leak after all this time. With the code in the article implemented the character can still make the motions, but the sword is not there.

If anyone has some insight please help. Maybe there's another resource on this subject? Thanks.

 

http://www.gamedev.net/page/resources/_/technical/game-programming/working-with-the-directx-x-file-format-and-animation-in-directx-90-r2079




#5026844 D3D9 memory still allocated

Posted by ElDuro on 29 January 2013 - 12:40 PM

Thanks. My problem was that I called D3DXCreateFont twice for the same object. A small, sneaky line created it the second time. The debug output was irrelevant in this case. The PIX object list output was also distracting. What worked best in this situation and probably will in most direct3d leak errors is to use PIX's  "log of all D3D calls made in frame number:" on frame one.




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