• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

Archived

This topic is now archived and is closed to further replies.

zebes

Multiple Texture Loading...

3 posts in this topic

Hey guys-n-gals, I am trying to do some OGL programming and have come accross a hurdle. I am trying to load in multiple textures but am having trouble. Below is the modified code from the tutorial20. When I run the program, it just crashes. //------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------- int LoadGLTextures(char *Filename, int num) // Load Bitmaps And Convert To Textures { if (num>MAXTEXTURES) { return NULL; } int Status=FALSE; // Status Indicator AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Texture Data memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL if (TextureImage[1]=LoadBMP(Filename)) // Texture to load { Status=TRUE; // Set The Status To TRUE glGenTextures(1, &texture[num]); // Create Texture glBindTexture(GL_TEXTURE_2D, texture[num]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[1]->sizeX, TextureImage[1]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[1]->data); } if (TextureImage[1]) // If Texture Exists { if (TextureImage[1]->data) // If Texture Image Exists { free(TextureImage[1]->data); // Free The Texture Image Memory } free(TextureImage[1]); // Free The Image Structure } return Status; // Return The Status } //------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------- Any ideas?? Thanks! -zebes zebes@mindspring.com
0

Share this post


Link to post
Share on other sites
i think its all the:
TextureImage[1]

arrays in c/c++ are 0-index based.

AUX_RGBImageRec *TextureImage[ 1 ];
array with one element, but the fist element is:

TextureImage[0]->....

so try change all index'es to zero ( except in the declaration )
...TextureImage[0]....

also since the function only load one texture at a time you dont need to declare a array..
( i didn't compile following, but it could work if you fill out the gabs .-) )

AUX_RGBImageRec *TextureImage = 0; // Create Storage Space For The Texture Data

if (TextureImage=LoadBMP(Filename)) // Texture to load
{
....
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage->sizeX, TextureImage->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, textureImage->data);
if (TextureImage->data) // If Texture Image Exists
{
free(TextureImage->data); // Free The Texture Image Memory
}
free(TextureImage); // Free The Image Structure

return true;
}

return false;




Edited by - Claus Hansen Ries on 4/26/00 5:07:40 AM
0

Share this post


Link to post
Share on other sites
Thanks for the tip.
Your method was better than mine but however, it still crashes....hmmm...maybe I should try glut???

thanks anyway,
-zebes

zebes@mindspring.com
0

Share this post


Link to post
Share on other sites
The problem lies within:

AUX_RGBImageRec *TextureImage[1];
memset(TextureImage,0,sizeof(void *)*1);

TextureImage is a pointer to the array of pointers....

So when you do the memset, it''s just making you program think that the array is located at 0 in memory, so when you try and store the result from LoadBMP into the first element of the array, it''s trying to store the value at memory address 0.
This is a Bad Thing.

What you meant is:

memset( TextureImage[0], 0, sizeof( void *) ); // set the pointer to null.


but actually you don''t need to do this as you just overwriting it on the next line....


cheers dan
0

Share this post


Link to post
Share on other sites