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zaphod2

Member Since 01 Mar 2006
Offline Last Active Today, 12:30 AM

Posts I've Made

In Topic: Graphics Glitch: Disappear and Warp?

21 March 2015 - 01:48 AM

You need 4 vertices for a rectangular sprite. For 20000 you need 80000 vertices. The maximum value that can be represented by an GL_UNSIGNED_SHORT index is 65535. So you can't draw them with a single draw call.

 

This is only a guess since I don't see the code that creates the batches.

 


In Topic: Libtiff Reading BandW image into 2D array

27 June 2014 - 01:10 AM

I think this is not compressed. It just stores the image as you asked every sample is 1 bit. So a byte contains 8 pixels. You wants every byte is a single pixel, but to that you have to convert it by yourself.

 

And the periodic letters are there because the lines are padded not to start them in the inside of a byte. (But it's possible it uses a different padding size. e.g. to start on an address dividable by 4.)


In Topic: glEnableVertexAttribArray Produces "Invalid Value" - OpenGL 3.1

14 May 2014 - 12:31 PM


I get an "invalid value" right after this line:

glEnableVertexAttribArray(Vertex_VBO)

Any idea why that might be?

 

Because it needs the attribute index as input and not the VBO identifier.


In Topic: How would you fix this?

21 December 2013 - 08:05 AM

Because this is a compilation error of the precompiled source, the precompiled source is already available. Just dump the precompiled source to a file, and look at the line where the bug happens. Possibly you can find out what was the bug with this.

In the C or C++ file's Property sheet select C/C++ in the tree and then select Preprocessor. There is a switch 'Preprocess to a File'. When you switch it on, it will generate a preprocessed output, instead of compiling the file at the next build. The file will be named after your source file with a .i extension and is put in the intermediate directory where the object files are. (I think it's possible to put elsewhere with a different name, but not in the Express version.)


In Topic: Attempt at A star algorithm not working

19 December 2013 - 05:24 AM

Your getPoint and getNodeFromCoord functions don't always return a value. (Possibly a C heirloom that they can be compiled.) They don't return values if the coordinates you're searching for is not in the list. I assume that out of bounds coordinates are not listed, so their behavior are undefined in this case. And that might cause your problem. Please try if adding proper boundary checking in aStar and error checking in getPoint and getNodeFromCoord solve your problem or not.


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