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rhollencamp

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About rhollencamp

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  1. rhollencamp

    SDL_FreeSurface crashes

    nevermind, I have a buffer overflow elsewhere that causes the memory corruption
  2. rhollencamp

    SDL_FreeSurface crashes

    I'm using SDL_TTF to render some text and then blit it onto the screen. Everything works fine except for the fact that I free the surface after I blit it; I get the following crash: *** glibc detected *** /home/wizzard/magnetmap/bin/Debug/magnetmap: malloc(): memory corruption (fast): 0x08117cf8 *** /lib/tls/i686/cmov/libc.so.6[0xb7c9c88f] /lib/tls/i686/cmov/libc.so.6(malloc+0x7f)[0xb7c9d83f] /usr/lib/libSDL-1.2.so.0(SDL_CreateRGBSurface+0xac)[0xb7edcebd] ...etc here's the code that causes it // ok now do the text if (strlen(text)) { SDL_Color color = {0, 0, 0}; SDL_Surface *renderedText = TTF_RenderText_Blended(font, text, color); if (!renderedText) { fprintf(stderr, "TTF_RenderText_Blended failed: '%s'\n", TTF_GetError()); exit(-1); } SDL_BlitSurface(renderedText, 0, screen, &rect); SDL_FreeSurface(renderedText); } if I comment out the SDL_FreeSurface everyting works fine, I can see the text, it just leaks memory. I have no idea what the problem is. Please help! wizzard
  3. rhollencamp

    Pointers and segfaults

    Lajnold: The source I pasted was an abridged version of the actual code; I gave you the header but not the implementation. Now that I know what the problem is, I just made it so AGE_Player isn't initialized until the engine is done initializing. Thanks guys for your help, I dono if I would have figured that one out on my own! Now that that's out of the way I can go rewrite all the stuff I deleted to try and debug what was going on :P Again thx for the help
  4. rhollencamp

    Pointers and segfaults

    I replaced the call to loadCharacter with cout << engine << endl; lo and behold, at that time the engine pointer == 0 :P at what point will the engine pointer be valid? after the constructor for AGE_Engine ?
  5. rhollencamp

    Pointers and segfaults

    The example I gave was like a proof of concept, not my exact code which I provided below: the actual class (not much in it, I was trying to write it but couldn't get around the segfault :P so I deleted everything till it got so basic and still not functional that I had to turn for help #pragma once class AGE_MD3Manager { public: AGE_MD3Manager() { bob = new int;} ~AGE_MD3Manager() { delete bob;} int loadCharacter(char *charName) {*bob = 5;} private: int *bob; }; here is where the class is defined. also note the definition of AGE_Player which calls the loadCharacter function. #pragma once #include "AGE_Texture.h" #include "AGE_BSP.h" #include "AGE_Player.h" #include "AGE_Camera.h" #include "AGE_MD3.h" struct sInfo { float gravity; float terminalVelocity; }; class AGE_Engine { public: AGE_Engine(); ~AGE_Engine(); // transfers control to AGE int go(); // when things go wrong inline void b0rked() {delete this;} // processes events bool pump(); // accessors inline AGE_Texture *getTexManager() {return &texHandler;} inline AGE_MD3Manager *getMD3Manager() {return &md3Handler;}; inline AGE_Camera *getCamera() {return &cam;} inline AGE_BSP *getBSP() {return &bsp;} sInfo info; private: // initialization functions bool initSDLGL(); // other stuff AGE_Texture texHandler; AGE_MD3Manager md3Handler; AGE_BSP bsp; AGE_Player player; AGE_Camera cam; }; extern AGE_Engine *engine; and the function call is in the constructor of AGE_Player AGE_Player::AGE_Player() { acceleration = position = cVectorf(0, 0, 0); charHandle = engine->getMD3Manager()->loadCharacter("sarge"); } I think this is all the relivant source...if you need anything else let me know.
  6. This one really has me stumped; I have the following class class cClass { public: cClass() { bob = new int;} ~cClass() { delete bob;} int WTF(char *charName) {*bob = 5; return 0;} private: int *bob; }; which will segfault whenever WTF is called. I really cannot understand why...please help!
  7. In the OGL game that I am writing, something weird is happening: when I use the debug build everything is fine, but when I do a release build most of the walls get culled. See pic at http://pages.pgsit.org/2004/robertho/wtf.JPG. I don't know where to even start to debug this; could someone give me some tips? Should I post my source?
  8. Does anybody know what happened to Lonerunner's Opengl website? His URL was http://lonerunner.cfxweb.net/ but that doesn't work anymore =( I'm looking for his MD3Load source...does anybody know if he has a new website or if anybody mirrored the source code? I looked around on google but couldn't find it. Any help would be appriciated Robert Hollencamp
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