Jump to content
  • Advertisement
Sign in to follow this  
The Lion King

Lesson 02: Code Optimization - Strange Errors

This topic is 4163 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Thought I should restart OpenGL again and tried converting NeHe lessons into some sort of reusable classes form or functions. I have read several OOP implementation conversations of NeHe code, but this ain't what this post is about. But might be something that I have missed somewhere [looksaround]. I have implemented the rendering functions for Triangles and Quads in a little class form and using them in my application. When I use these, I get very strange errors that are hard to describe. Shape of Triangle is very odd, Quad is having different vertices's or runtime errors when closing application [disturbed]. However, I tried NeHe implementation of Lesson 02 and implemented the rendering calls in the Render function everything worked fine as it should be. But when I started using my designed classes, I got strange errors again. If I use only one Triangle or Quad, it works fine. Using multi versions, or using both gives very strange errors as explained above. Here is the code of my designed header file for Shapes:
// Line Structure
struct sLine
{
 float x; // Position on X - Axis
 float y; // Position on Y - Axis
 float z; // Position on Z - Axis
};

// Class Triangle
class cTriangle
{
 public: // Members that can be accessed by anyone

     sLine Line [2]; // Array of Lines

     void Render (void); // Render Triangle
};

// Class Quad
class cQuad
{
 public: // Members that can be accessed by anyone

     sLine Line [3]; // Array of Lines

     void Render (void); // Render Quad
};
The code used to represent the Render function of both Triangle and Quad class:
void cTriangle::Render (void)
{
 glBegin (GL_TRIANGLES); // Begin Drawing
     glVertex3f (Line[0].x, Line[0].y, Line[0].z); // Draw Line 01
     glVertex3f (Line[1].x, Line[1].y, Line[1].z); // Draw Line 02
     glVertex3f (Line[2].x, Line[2].y, Line[2].z); // Draw Line 03
 glEnd (); // End Drawing
}

void cQuad::Render (void)
{
 glBegin (GL_QUADS); // Begin Drawing
     glVertex3f (Line[0].x, Line[0].y, Line[0].z); // Draw Line 01
     glVertex3f (Line[1].x, Line[1].y, Line[1].z); // Draw Line 02
     glVertex3f (Line[2].x, Line[2].y, Line[2].z); // Draw Line 03
     glVertex3f (Line[3].x, Line[3].y, Line[3].z); // Draw Line 04
 glEnd (); // End Drawing
}
This is how I setup the vertices's for Triangle and Quad classes:
 Triangle.Line[0].x = 0.0f; Triangle.Line[0].y = 1.0f; Triangle.Line[0].z = 0.0f;
 Triangle.Line[1].x =-1.0f; Triangle.Line[1].y =-1.0f; Triangle.Line[1].z = 0.0f;
 Triangle.Line[2].x = 1.0f; Triangle.Line[2].y =-1.0f; Triangle.Line[2].z = 0.0f;

 Quad.Line[0].x =-1.0f; Quad.Line[0].y = 1.0f; Quad.Line[0].z = 0.0f;
 Quad.Line[1].x = 1.0f; Quad.Line[1].y = 1.0f; Quad.Line[1].z = 0.0f;
 Quad.Line[2].x = 1.0f; Quad.Line[2].y =-1.0f; Quad.Line[2].z = 0.0f;
 Quad.Line[3].x =-1.0f; Quad.Line[3].y =-1.0f; Quad.Line[3].z = 0.0f;
And this is how I use them in Render functions:
int cGame::RenderScene (void)
{
 // Clear Color and Depth Buffer
 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

 glLoadIdentity (); // Reset Current Model View Matrix

 glTranslatef (-1.5f, 0.0f,-6.0f); // Move Pointer

 // Drawing Triangle
 Triangle.Render ();

 glTranslatef ( 3.0f, 0.0f, 0.0f); // Move Pointer

 // Drawing Quad
 Quad.Render ();

 return true; // Scene Rendered Successfully
}
My observations: - If I do not use Quad and only use Triangle it works fine. - If I use another Triangle class, strange errors appear. - Even if I comment out the render function of quad in the above example and only use the quad class for setting up vertices, the error remains ... [crying] Can't figure out what is wrong. But of course, if instead of using this class, I just use them plainly in the render function like this, it works fine:
int cGame::RenderScene (void)
{
 // Clear Color and Depth Buffer
 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

 glLoadIdentity (); // Reset Current Model View Matrix

 glTranslatef (-1.5f, 0.0f,-6.0f); // Move Pointer

 // Drawing Triangle
 glBegin (GL_TRIANGLES); // Begin Drawing
     glVertex3f ( 0.0f, 1.0f, 0.0f); // Draw Line 01
     glVertex3f (-1.0f,-1.0f, 0.0f); // Draw Line 02
     glVertex3f ( 1.0f,-1.0f, 0.0f); // Draw Line 03
 glEnd (); // End Drawing

 glTranslatef ( 3.0f, 0.0f, 0.0f); // Move Pointer

 // Drawing Quad
 glBegin (GL_QUADS); // Begin Drawing
     glVertex3f (-1.0f, 1.0f, 0.0f); // Draw Line 01
     glVertex3f ( 1.0f, 1.0f, 0.0f); // Draw Line 02
     glVertex3f ( 1.0f,-1.0f, 0.0f); // Draw Line 03
     glVertex3f (-1.0f,-1.0f, 0.0f); // Draw Line 04
 glEnd (); // End Drawing

 return true; // Scene Rendered Successfully
}
Any help or information on this would be really appreciated. I believe this has something to do with OpenGL not with the classes. But I can be wrong ... Regards, Syed

Share this post


Link to post
Share on other sites
Advertisement
ARGH! Sorry! I figured it out. The problem was in the array decleration :(

After working with so many languages at the same time, got confused and wrote

sLine Line [2];

which declares 2 not 3 ... thus a stupid error.

Sorry ... problem solved :)

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • 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!