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Apoxol

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  1. The ui would be the logical brdge between the two since it should already know of all the components.
  2. Can you post the calling code? Also where are you exporting the add_text method ? I am wondering if it is inlining it in your app and causing dll boundary problems. Templates and dlls can be quite a pain to keep in check.
  3. In visual studio there is a window called the "call stack". It shows you the nested calls that were made that resulted in your crash. You are crashing in STL which by itself isn't really helpful usually. What you want to know is what code you actually wrote is calling the STL and causing the crash.
  4. What is the stack from the crash? What is test.txt?
  5. One solution could be to generate dynamic atlases. Assuming that the gear on your character does not change that often you could iterate over the images used by all the gear for the current character and dump them into an atlas then upload and use that atlas. When the characters gear changes you can rebuild the atlas or since likely there will be some wasted space in the atlas you could just add new gear pieces to it until it fills up and then rebuild. You could take this approach even further and generate a larger atlas for the cumulative needs of characters on screen for a particular level. Though that assumes that the gear would be fairly static within the scope of the level. Hope that helps or maybe gives you some other ideas.
  6. Well printf specifically will require you to have a null terminator at the end of your data if you want to print it out. Otherwise you could print each byte out one by one. Null terminator: void* data = malloc(size+1) data[size] = 0; filldata(data); printf ( "%s", data ); This of course assumes that every byte data in your array has been filled in with string like data. Printing binary data with printf: int i; for ( i = 0; i < size; i ++ ) { printf ( "%02x ", *(((char*)data)+i) ); } Hope that helps a bit.
  7. Is the intention that X be the row and Y be the column? Just wondering if perhaps you have them transposed from what you intended? if(map[player.y / TILESIZE][player.x / TILESIZE - 1] == 0) Hope that helps.
  8. The problem is that you read the file size into "size" and then used different variable "stringSize" to read the data. Not sure what that variable is but it doesnt contain the size you just read in. So "stringSize" is probably unitialized and your overruning your buffer, which is causing delete to give you a nice warning. Ultimately, this is a long way of saying "Well the obvious answer is if stringSize is greater than size".