Jump to content
  • Advertisement
Sign in to follow this  
  • entries
    195
  • comments
    198
  • views
    104457

Bugs and more bugs

Sign in to follow this  
SiCrane

352 views

So I updated my SDL/GL base code framework and decided to move Dodecahellspawn to the framework to see how it turned out. The interesting part of the transition is that the state system got moved to a run and return successor type system to a system direct modification of the held state by the sub states. The migration was straightforward but some of the state classes that were put together by aggregation had to be modified since the sub states directly modified their holders. But then again, the way that the sub states interacted in the run and return successor version was something of a hack to begin with.

But that isn't the part that made me wonder why the original program worked. That's when I realized that my project/unproject code was using radians when it should have been using degrees. And when I fixed that about half of the states broke. After redoing the code for each of those from first prinicples I still have no idea how it worked originally. With the original code it shouldn't have been getting the depth information from the depth buffer properly, but it did. Very very odd.
Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!