Origanlmaxin

Members
  • Content count

    28
  • Joined

  • Last visited

Community Reputation

122 Neutral

About Origanlmaxin

  • Rank
    Member
  1. problems in class

    ive just had a thought about the earlier naming question... if i created an object of a class.. i cant use a character like.. NewClass [Character]() but could i use a pointer? Newclass [Pointer]() where [Pointer] is a pointer that points at a character string?.. it basically is exactly the same thing and probably doesnt work but its a thought
  2. lib problem

    hmm.. maybe your not linking the librarys correctly? .. when you link them do you go: Project>> Project Options.. then add the librarys to be linked there? thats how ive been doing it and it works.. also the names are odd.. like to add the user32.lib file.. you gotta put in: -luser32 everything seems to start with -l sorry if thats not the problem you wanted solved
  3. problems in class

    ok.. basically ive decided i have no idea what im doing with my classes.. i am trying to write a 3d editor program.. but i dont know how exactly to go about it.. so i thought id start with how exactly you create/handle new points/ edges/ faces etc for objects. i read up on linked lists which succesfully put new data into a list and pointed to its location at runtime... but then it seems quite hard to access any of that information dynamically once its there.. maybe im just an idiot.. then i tryed to look at the Standard Templat Library.. but that just confused me.. ive been lead to the conclusion that i use vectors.. or vertexs or vertices.. (one of them) to do handle objects etc.. but when ive tryed to look into these, all i find is a ton of information on "use this code to do this" .. without actually telling me what it is im working with (whats a vectors? .. what are vertices) .. and so i just read what im shown and have no idea what it does.. at best i would only be able to copy/paste any of it into my program.. perhaps someone can point me onto the right trail for how to solve handling objects and their data in a 3d editor.. or perhaps lead me in the right direction on how to go about creating an editor program for 3d objects?
  4. problems in class

    i mean that if i had Point hello(...) then the instance would be of point and would called hello... but if i put a character string in place of hello.. would it create an instance of the class named whatever was in the character string? and that solved problem 1.. i cant believe i didnt see that :(
  5. ok.. this code is part from my program.. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ class Point { public: ; Point(int xx, int yy, int zz); ~Point(); private: ; int itsx; int itsy; int itsz; } Point::Point(int xx, int yy, int zz) { itsx = xx; itsy = yy; itsz = zz; } Point::~Point() { } ///////////////////////////////////////////////// i get an error saying this: return type specification for constructor invalid i dont get whats going wrong.. ive checked this book and the class looks fine and dandy also.. while im putting that up.. is it possable to create a new object from that class "Point" by going.. Point Name(..etc where Name is a character string that say holds the word hello... would it create a class object named hello.. or would it just error..
  6. go forth and multiply

    i havent yet tryed out your suggestion but i have just found some info on what you said and it looks like i can use it perfectly to what i want.. thank you very much :)
  7. i am trying to build a small scale 3d editor that can basically allow me to edit my 3D meshs. at the moment i am trying to figure out how to make multiple points.. 3 , 100, 1'000'000... whatever... im sure there is a simple solution to my problem.. but it is currently eluding me. my problem is that i want to individually handle each point in the 3d mesh as a seperate point.. name, position... whatever else it basically needs to be its own piece of data.. so i thought i would try an array.. but then an array is limited and if you put a huge number for the array.. it will consume a proportionately larger amount of memory than neccisarily required.. even then it cannot be exceeded so does anyone know how ,while my program is running, i can create new ,basically , new pieces of data that are seperate from others also i do not want to use code stating that there are X number of total points and the positions are... ( .. ) perhaps someone knows how i might not exactly solve the problem but how i might best handle it for now? im quite confudled on this.. help is much appreciated
  8. OpenGL clicky mouse

    ok.. im trying to create a model editor program but i dont really know how to go about it.. so im just guessing as i go. im trying to work on getting mouse clicks to register on things in the editor. ive added an alert to the windows message loop in my program that sees when the mouse is clicked and where it is on the x and y positions at the time.. BUT.. i dont know how to make this relative to opengl. the more i zoom out/in.. the more the difference between the mouse and opengl coordinates change.. frankly im sure im going about it entirely the wrong way but nevertheless if anyone knows how i can convert the mouse position to opengl x,y positions relative to how far in or out of the screen the current view is.. that would be great... alternately, anyone who can point me in a better dirrection on how to go about this problem.. that would also be appreciated.
  9. mouse problem

    ok... this looks like the right forum for this i hope.. im making my program to work on my winXP computer. its going alright but i cant seem to work out mouse clicks in my program.. in the windows message loop my program picks up the mouse click but i cant get the x and y positions of the mouse. MSDN said that this code should do it.. xPos = GET_X_LPARAM(lParam); yPos = GET_Y_LPARAM(lParam); but i get this error: implicit declaration of function `int GET_X_LPARAM(...)' implicit declaration of function `int GET_Y_LPARAM(...)' now ive figured that this is because im not linking the appropriate library? if so then im stumped cause ive had trouble on librarys before.. how do i know what library to link? because i dont have a list of librarys anywhere and when i come across code like the above on sites like MSDN they dont say any specific library to link.. just that you use that code? so tho problems there.. does anyone know how to fix the mouse position problem? or anyone know how to fix my unknowingness of different librarys?
  10. OpenGL Opengl Calls List?

    thanks :D that is exactly what im looking for.. and i think the link i stumbled upon a while ago might have been msdn O_o thank you very much!
  11. OpenGL Opengl Calls List?

    no no.. opengl calls are what i want.. that was just a random example.. like the site i saw had more than just opengl on it im interested in the opengl better example glLoadIdentity() ... etc with explanations
  12. ok.. i saw in an answer to a thread somewhere on the gamedev forums a link to a site and the site had alot of lists of functions ie: WM_DOES_SOMETHING etc for windows and others.. and then proceded to give a few lines of detail as to what the function was for. but now i cant seem to find it. does anyone have any links to perhaps a site with opengl calls that explains what the different calls are and what each one does?
  13. speed

    Thank you. Got what i needed to know. Another question while im here. If i use opengl calls with a graphics card.. will the graphics card speed up the programs drawing or do i need to add extra code to make sure the card gets told to do the work?
  14. speed

    ok.. heres the problem. i have sufficient skills in c++ to write some nice code for myself to use... BUT.. i need to draw things to the screen.. like a 3d modeler program. i know how to draw to the screen calling opengl.. but i was wondering if my program will calculate super slow without a graphics card.. or do the drawing functions (basic polygon drawing) only use cpu and dont slow program too much?
  15. Windows programming,

    i may be mistaken Dogh Quch, but i think this command may do it? ChangeDisplaySettings(NULL,0); and i think changing the 0 to a 1 makes it fullscreen.. i havent tested it but it looks to be the part of the program to change fullscreen :D