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About treiguts

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  1. Once I had problems with debugging code in visual studio - debugger was stepping the wrong lines. Reason - I copied some code from .pdf file and newlines were wrong. Maybe you can try reopen that file in notepad++, enable all symbols and see what have you got there. :) just an idea.
  2. Indeed, adjusting proper window dimensions, fixed my missing pixel problem. Thanks C0lumbo. Flickering textures to be solved   Update: Ahaa, I was able to solve flickering texture. Turns out, whenever I set camera coordinates according to character position, x and y coordinate were not rounded ( -10.5645;45.4545, for example ) and that resulted, I guess, in awkward camera placement or something. Anyway, coordinate rounding solved it. Thanks.
  3. Hi!   Youtube video with my "game":   I have missing pixel problem. At top left corner you can see few readings. My coordinates reading is missing some pixels from x coordinate (00:05 time in video). y coordinate is ok. That makes me believe, than my texture coordinates are calculated correctly. I'm not sure where should I start look for the root of problem. The same thing appears in FPS reading, P is missing pixels. But at the same time, CPU reading is ok.   Flickering - tiles/textures edge is flickering in white color. It is seen only when camera is moving. And again, I don't know where to look to fix it.   If my problems is uncommon, I supplied files as attachments. They are separated for each problem and redundant code removed.   Anyway, I hope for some suggestions
  4. Having read about spatial hashing - that is exactly what I need. [i]"My initial thought is the rocks (or the moving platforms, I assume) should have a set path they follow, so it doesn't worry about colliding with anything."[/i] I guess it depends - is moving object between static objects? In image, I have 2 moving platforms side by side. Thanks [img][/img]
  5. HI! I'm working at my very first game, 2D platformer, and I came across collision problem. Given some random object in map ( object A ), how to find object B for collision check? I attached an image. At bottom, there is blue platform. That specific platform should be checked for collision with 3 objects: player, right and left rock. All other objects doesn't matter. Question: how do I keep [i]link [/i]between those objects? And player, should I brute-check with all objects in map, whether they collide? That seems ineffective. I wouldn't want to keep two-dimensional array for tile positions, because I have moving objects besides player. [url=""][/url]
  6. I am using Code Blocks 10.05 Glu.h and gl.h is included from codeblocks/mingw/include. This is all pragma and includes it has. I saw it includes also, so I removed mine include, thought it goes in circle with includes - no changes. In gl.h there is no pragmas or includes. [code] #if __GNUC__ >= 3 #pragma GCC system_header #endif #include <stddef.h> /* for wchar_t */ #include <GL/gl.h> [/code] Edit: After 10min posting this, I resolved problem. Appears because of SFML that I was using, I had to link (correct order) opengl and glu before SFML files. Did little [url=""]gogling[/url][url=""] and translating[/url] . Still, thanks rip-off for help and patience
  7. This is only error I get and it does not mention responsible file. I am new in this and I'm not familiar with linker command line Only libraries/header files I include is SFML, iostream and gl, glu. But I noticed that when I remove all openGL code from my files, it compiles without errors. As you see, code is very basic. I can't put even one line of code - glClearDepth(1.f); [code] glClearDepth(1.f); glClearColor(0.f, 0.f, 0.f, 0.f); // Enable Z-buffer read and write glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); // Setup a perspective projection glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(90.f, 1.f, 1.f, 500.f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); sf::Clock Clock; glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.f, 0.f, -200.f); glRotatef(Clock.GetElapsedTime() * 50, 1.f, 0.f, 0.f); glRotatef(Clock.GetElapsedTime() * 30, 0.f, 1.f, 0.f); glRotatef(Clock.GetElapsedTime() * 90, 0.f, 0.f, 1.f); glBegin(GL_QUADS); glVertex3f(-50.f, -50.f, -50.f); glVertex3f(-50.f, 50.f, -50.f); glVertex3f( 50.f, 50.f, -50.f); glVertex3f( 50.f, -50.f, -50.f); glVertex3f(-50.f, -50.f, 50.f); glVertex3f(-50.f, 50.f, 50.f); glVertex3f( 50.f, 50.f, 50.f); glVertex3f( 50.f, -50.f, 50.f); glVertex3f(-50.f, -50.f, -50.f); glVertex3f(-50.f, 50.f, -50.f); glVertex3f(-50.f, 50.f, 50.f); glVertex3f(-50.f, -50.f, 50.f); glVertex3f(50.f, -50.f, -50.f); glVertex3f(50.f, 50.f, -50.f); glVertex3f(50.f, 50.f, 50.f); glVertex3f(50.f, -50.f, 50.f); glVertex3f(-50.f, -50.f, 50.f); glVertex3f(-50.f, -50.f, -50.f); glVertex3f( 50.f, -50.f, -50.f); glVertex3f( 50.f, -50.f, 50.f); glVertex3f(-50.f, 50.f, 50.f); glVertex3f(-50.f, 50.f, -50.f); glVertex3f( 50.f, 50.f, -50.f); glVertex3f( 50.f, 50.f, 50.f); glEnd(); [/code]
  8. Whenever I include <gl\glu.h> in my file, I get c:/program files/codeblocks/mingw/bin/../lib/gcc/mingw32/4.4.0/../../../../mingw32/bin/ld.exe: final link failed: File truncated Question is: why I get this, what it is and how to fix it?