Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

263 Neutral

About Atemu

  • Rank

Personal Information

  1. Atemu

    OpenGL 4 and Index Buffer

    Alright, thanks for your answers :)
  2. Hey,   I'm following a tutorial about OpenGL 4 and the author always use glDrawArrays (with simple shape) but I'm wondering how he could draw complex shape without using any Index Buffer ?
  3. Atemu

    Very strange problem

    Thank you for your help, I'm using GLM and I didn't know I could use the glm::vec3 in a VBO so that's why I tried to generate a float array of points extracted from the glm::vec3 vector. Everything is now working :)
  4. Atemu

    Very strange problem

    Well I tried to find where the problem is by using your idea (which I should have thought lol). The probleem seems to be with: float *points = cube.getArrayOfPoints(); And the code of that method: float *Mesh::getArrayOfPoints() { const int size = points_.size() * 3; float *array = new float[size]; int j = 0; for (int i = 0; i < size; i++) { array[j++] = points_[i].x; array[j++] = points_[i].y; array[j++] = points_[i].z; } return array; } As you can see my class Cube is inheriting from the class Mesh.
  5. Atemu

    Very strange problem

    To be honest, I've no idea where the problem is :(
  6. Hey,   When I'm trying to execute my program, I get this error: "malloc: *** error for object 0x100d8b770: pointer being freed was not allocated". I used gdb to see the stacktrace: #0  0x00007fff8c260866 in __pthread_kill () #1  0x00007fff8bcf135c in pthread_kill () #2  0x00007fff8c217bba in abort () #3  0x00007fff8b468093 in free () #4  0x0000000100001aae in Render::renderLoop () #5  0x0000000100001470 in RenderWindow::show () #6  0x0000000100000fab in main () The problem seems to come from the methode renderLoop() of the class Render. Here is the code of that method: void Render::renderLoop(GLFWwindow* window) { Cube cube; float *points = cube.getArrayOfPoints(); unsigned int vertexArrayObject = 0; glGenVertexArrays(1, &vertexArrayObject); glBindVertexArray(vertexArrayObject); unsigned int vertexBufferObject = 0; glGenBuffers(1, &vertexBufferObject); glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObject); glBufferData(GL_ARRAY_BUFFER, cube.getSize() * 3 * sizeof(float), points, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(0); glBindVertexArray(0); // Vertex Shader std::string vertex_shader_file = readShaderFile("shader/test_vs.glsl"); const char* vertex_shader = vertex_shader_file.c_str(); // Fragment Shader std::string fragment_shader_file = readShaderFile("shader/test_fs.glsl"); const char* fragment_shader = fragment_shader_file.c_str(); unsigned int vs = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vs, 1, &vertex_shader, NULL); glCompileShader(vs); unsigned int fs = glCreateShader (GL_FRAGMENT_SHADER); glShaderSource(fs, 1, &fragment_shader, NULL); glCompileShader(fs); unsigned int shader_programme = glCreateProgram(); glAttachShader(shader_programme, fs); glAttachShader(shader_programme, vs); glLinkProgram(shader_programme); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); while (!glfwWindowShouldClose(window)) { // Wipe the drawing surface clear glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Viewport glViewport(0, 0, getWindowWidth(), getWindowHeight()); // Draw //draw(); glUseProgram(shader_programme); glBindVertexArray(vertexArrayObject); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glBindVertexArray(0); // Update other events like input handling glfwPollEvents(); // Put the stuff we've been drawing onto the display glfwSwapBuffers(window); } } I don't see where my pointer points is being freed :/ Would you have any idea ? Thanks in advance !
  7. Thank you so much !!! I removed the -c option accidentally :) It's now compiling !
  8. Hey,   I'm working on a small OpenGL project and I would like to use C++11 however when I'm trying to compile I get errors :/ Those errors aren't happening when I'm using C++98. g++ -std=c++11 -Wall -I/opt/local/include -Iinclude src/main.cpp -o src/main.o Undefined symbols for architecture x86_64:   "RenderWindow::init(std::basic_string<char, std::char_traits<char>, std::allocator<char> >, int, int)", referenced from:       _main in ccLk05Ex.o   "RenderWindow::show()", referenced from:       _main in ccLk05Ex.o   "RenderWindow::shutdown()", referenced from:       _main in ccLk05Ex.o   "RenderWindow::instance_", referenced from:       RenderWindow::getInstance()       in ccLk05Ex.o   "RenderWindow::RenderWindow()", referenced from:       RenderWindow::getInstance()       in ccLk05Ex.o ld: symbol(s) not found for architecture x86_64 collect2: error: ld returned 1 exit status make: *** [src/main.o] Error 1 The content of my main.cpp: #include <iostream> #include "renderwindow.h" int main() {     RenderWindow *renderWindow = RenderWindow::getInstance();     renderWindow->init("OpenGL Framework", 640, 480);     renderWindow->show();     renderWindow->shutdown(); } My OS is Mac OS X 10.9 and I'm using GLEW, GLFW and GLM.   Would you have any idea why I got those errors ?   Thanks in advance !  
  9. Atemu

    D3D11CreateDevice failed

    Solution found for the D3D11_CREATE_DEVICE_DEBUG flag:
  10. Atemu

    D3D11CreateDevice failed

    No, that's Microsoft...
  11. Atemu

    D3D11CreateDevice failed

    Amazing... Look at the information of the update: http://support.microsoft.com/kb/2670838  
  12. Atemu

    D3D11CreateDevice failed

    I also installed the update yesterday :(
  13. Hello,   I have a huge problem. I can't run my program in Debug, I use the D3D11_CREATE_DEVICE_DEBUG when I want to initialize DX 11. However, it works in Release mode. I tried toreinstall the DirectX SDK but it's not successfull Yesterday everything was working fine and not today   The source code that initialize DX 11: UINT createDeviceFlags = 0; #if defined(DEBUG) || defined(_DEBUG) createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; #endif D3D_FEATURE_LEVEL featureLevel; HRESULT hr = D3D11CreateDevice( 0, // default adapter md3dDriverType, 0, // no software device createDeviceFlags, 0, 0, // default feature level array D3D11_SDK_VERSION, &md3dDevice, &featureLevel, &md3dImmediateContext); if( FAILED(hr) ) { MessageBox(0, L"D3D11CreateDevice Failed.", 0, 0); DXTrace( __FILE__, __LINE__, hr, DXGetErrorDescription(hr), FALSE ); return false; } These are the information I get: First-chance exception at 0x7751c41f in SpinningCube.exe: Microsoft C++ exception: _com_error at memory location 0x0031ec88.. An undetermined error occurred hr=E_FAIL (0x80004005) Thanks in advance !
  14. [quote name='Atemu' timestamp='1358180060' post='5021432'] Few month ago I purchased the book "Introduction to game programming with DirectX 11" by Frank D. Luna and I'm reading it. [/quote] Can I reuse some elements from the book (source code, architecture) ? For example there is a GameTimer class that I would like to reuse ofr my project.
  15. I remember trying to recover the textures with the Revit API and after some search on Google I learned that you can't get the textures \o/ \o/ And of course, I didn't have access to the Autodesk Developper Network (too expensive)... Thanks for your advice ;)
  • 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!