Have you kept an eye on the ram and cpu as your programs are running? is it possible you have a memory leak eating all of your memory up ? Bar that it could be anything, virus, hardware change, just do the usual scans and such ! - a favorite of mine is ccleaner ;)
- Viewing Profile: Posts: McGrane
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In Topic: Super slow compiling?
13 May 2013 - 05:38 PM
In Topic: Simple Movement With Processing+Box2d
13 May 2013 - 05:34 PM
Hi Pedrog,
I found it difficult to understand some of your code, just because of the language, and i only had a minute to look over it but i think the problem may be here ?
void draw() {
background(255); //colocamos um plano de fundo na cor branca
box2d.step(); // a cada vez que draw fizer 1 loop,
//sera feito um loop nas acoes da box2d
Personagem personagem = new Personagem(20,20);
personagem.display();
}
If this method is being called every frame, then personagem is being created at every frame, and is being passed x: 20 and y: 20 position. Thats if i read it right ;)
In Topic: Texture problems with vertex arrays - OpenGL
27 March 2013 - 11:34 AM
Yea, perfect, it is done like that
Thanks for the help !

In Topic: Texture problems with vertex arrays - OpenGL
26 March 2013 - 05:21 PM
Does OpenGL do tex coords by the order of the vertex or the order of the indices? The m_vertices is just the x and z coords of the board..
int counter = 0;
for( float z = 0.0f; z < 90.0f; z+= 10 ) {
for( float x = 0.0f; x < 90.0f; x+= 10 ) {
m_vertices[counter] = x;
m_vertices[counter+1] = 0.0f;
m_vertices[counter+2] = -z;
counter+=3;
}
}
and the tex coords are worked out as..
for( int i = 0; i < m_ammountPoints; i += 12 ) {
m_texCoords[i] = 0.0f; m_texCoords[i+1] = 0.0f;
m_texCoords[i+2] = 1.0f; m_texCoords[i+3] = 0.0f;
m_texCoords[i+4] = 1.0f; m_texCoords[i+5] = 1.0f;
m_texCoords[i+6] = 0.0f; m_texCoords[i+7] = 0.0f;
m_texCoords[i+8] = 1.0f; m_texCoords[i+9] = 1.0f;
m_texCoords[i+10] = 0.0f; m_texCoords[i+11] = 1.0f;
}
I understand that the order messes this up.. but from the output i was reading above - where index is the index of the point drawn, and tX being the texture X and ty being the texture Y, and it being drawn in the order..
----3
/
1...2
then
3...2
/
1...
I think the ordering makes sence, unless i miss understand what way its ordered :S
In Topic: C++ Array
27 February 2013 - 11:49 AM
Thanks a bunch guys ! I only logged in for a quick sec and will have a more in depth look later on when i get a chance, but from what i see theres some good reading here for me
. As far as using OpenCV, im trying to avoid it as much as possible, as im trying to learn how these work myself - Altough i am using it already for displaying from the webcam. As far as noise goes in the scene i am already converting the image to line detected shapes. So there isint too much noise as the scene is mostly black and white. But there still is bit. I was originaly thinking of setting up a quadtree for the refrence image, and then checking on sections at a time for motion - But i tought it might be wasted time. And from reading these comments, im glad i stopped to ask !
Thanks lads !
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