bballmitch

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About bballmitch

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  1. High School AP Computer Science question

    Yeah, the MBCS is in the A and AB exam. Make SURE you practice A LOT with the case study because there is a garuanteed at least one question on the free response from the MBCS. The AB MBCS question will be a little harder, but ONLY because it will probably involve one of those advanced data structures. I would suggest buying a princton review AP Computer Science AB book and you should do fine.
  2. Very annoying Linker-module machine type error

    Quote:Original post by Drunken_Monkey I'm not sure if this will work, but here goes: Press ALT+F7... Drag down Configuration Properties -> Linker -> Advanced... On the right, you'll see an option that says "Target Machines" with some different machine types. x86 and x64 are on the top and bottom, try selecting either of those to see if it will solve your problem. I tried that. When I make the Target Machine option x64 I get this Error: .\Debug\EGsound.obj : fatal error LNK1112: module machine type 'X86' conflicts with target machine type 'x64' When I set it to x86 I get this error: LIBCMT.lib(typinfo.obj) : fatal error LNK1112: module machine type 'x64' conflicts with target machine type 'X86' Any other ideas by anyone? Edit: If it adds another peice to the puzzle, I get the same linker error when I compile ANY of my projects with Visual C++ 2005 Express Edition. I have NO IDEA why, but I can't work on anything with C++ until this error is fixed!!!
  3. When I compile my program, I get this linker error: libcpmt.lib(locale0.obj) : fatal error LNK1112: module machine type 'x64' conflicts with target machine type 'X86' I have NO IDEA why, I don't remember doing anything involving a module machine type or target machine type. Does anyone know how to fix this? I don't even know if I want x64 or x86...It's a VERY annoying problem b/c I'm trying to make progrss on my game, but I can't do anything until I can compile it. I was able to compile it a couple of weeks ago, but for the past week or two, I get this REALLY ANNOYING linker error. If someone could please help me out, I'd greatly appreciate it. Even if you don't know, but you think you know someone that might know, please refer me to that person b/c I really need to fix this problem. I'm using Visual C++ 2005 Express Edition in case you need to know. Thank you very much. Edit: If it adds another peice to the puzzle, I get the same linker error when I compile ANY of my projects with Visual C++ 2005 Express Edition. I have NO IDEA why, but I can't work on anything with C++ until this error is fixed!!! [Edited by - bballmitch on February 1, 2007 1:31:09 AM]
  4. x-64/x-86 Linker Error

    I reinstalled Visual Studio 2005 and then compiled my program...it still gives me the same error: libcpmt.lib(locale0.obj) : fatal error LNK1112: module machine type 'x64' conflicts with target machine type 'X86'
  5. x-64/x-86 Linker Error

    I just installed Visual Basic 2005 Express and Visual C# 2005 Express. I'm not sure if that has anything to do with it. If it does, then what do I do about it?
  6. x-64/x-86 Linker Error

    I just tried that, and I get the same linker error: libcpmt.lib(locale0.obj) : fatal error LNK1112: module machine type 'x64' conflicts with target machine type 'X86' Any other ideas?
  7. x-64/x-86 Linker Error

    Quote:Original post by DanielH Sounds like you are tying to compile a 64bit version of your app without having a 64bit CPU. There is a option in the project settings for it. :) I still can't find that option...if someone could just help me out really quick, that would be great b/c I have to finish this program in the next couple of days and I can't compile anything with this linker error.
  8. x-64/x-86 Linker Error

    I can't find it. Can you specify where?
  9. x-64/x-86 Linker Error

    When I compile my program, I get this linker error: libcpmt.lib(locale0.obj) : fatal error LNK1112: module machine type 'x64' conflicts with target machine type 'X86' I have NO IDEA why, I don't remember doing anything involving a module machine type or target machine type. Does anyone know how to fix this? I don't even know if I want x64 or x86...if someone could please help me out, I'd greatly appreciate it. I'm using Visual C++ 2005 Express Edition in case you need to know. Thank you very much.
  10. When I compile my program, I get this linker error: libcpmt.lib(locale0.obj) : fatal error LNK1112: module machine type 'x64' conflicts with target machine type 'X86' I have NO IDEA why, I don't remember doing anything involving a module machine type or target machine type. Does anyone know how to fix this? I don't even know if I want x64 or x86...if someone could please help me out, I'd greatly appreciate it. I'm using Visual C++ 2005 Express Edition in case you need to know. Thank you very much.
  11. Using glTexImage2D()

    well, the resolution of my app is 1024x768...so I "thought" that the best way to get a background for a 1024x768 resolution app is to have a 1024x768 resolution. Now that I know how it works (or I think I do), tell me if you think this will work: extend the 1024x768 texture so that its 1024x1024 (that way the bottom fourth is all white space, irrelevant). Then do: glTexImage2d() . . . glTexCoord2f(0,0); glVertex2f(); glTexCoord2f(1,0); glVertex2f(); glTexCoord2f(1,0.75); glVertex2f(); glTexCoord2f(0,0.75); glVertex2f(); Would that work? If so, I have no idea what I'd put in the glVertex2f functions...I'd just try trial and error (unless you have a better idea?)
  12. Using glTexImage2D()

    thank you...i'll try that function out. But if all I could use was glTexImage2D (which in turn can only load power of 2 textures)...how would I apply a 512x512 texture to my background? Wouldn't it look very awkeward if I stretched it?
  13. Hi, I've been using glTexImage2D for my last few projects to load many textures and images. Now, however, I have to load a 1024x768 image (where as all my previous ones have been 256x256 or 512x512). glBindTexture(GL_TEXTURE_2D, textures[1]); //gets the MitchenGames reticle ready to be drawn currImage = FreeImage_Load(FIF_PNG, "Data/background.png", PNG_DEFAULT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, FreeImage_GetWidth(currImage), FreeImage_GetHeight(currImage), 0, GL_RGBA, GL_UNSIGNED_BYTE, FreeImage_GetBits(currImage) ); background.png is 1024x768. When I run my program, it compiles, but I get a runtime error and I'm SURE that its because of my glTexImage2D() function. Is there no WAY to perform the function glTexImage2D with a 1024x768 image? How can I?
  14. Hi, I haven't become proficient, by any means, with TexCoord yet, so i have a couple questions. I have a 1024x768 PNG image that I would like to make a background in my App (my app's resolution is 1024x768). So at first I tried: glEnable( GL_TEXTURE_2D ); glPushMatrix(); glBindTexture(GL_TEXTURE_2D, textures[0]); glTranslatef(0,0,0); glColor3f(1.0,1.0,1.0); glBegin(GL_QUADS); glTexCoord2f(0,0); glVertex2f(-4,-4); glTexCoord2f(1,0); glVertex2f(4,-4); glTexCoord2f(1,1); glVertex2f(4,4); glTexCoord2f(0,1); glVertex2f(-4,4); glEnd(); glPopMatrix(); glDisable( GL_TEXTURE_2D ); But, then I realized that my image isn't going to be a square, so that won't look right. I just can't figure out how to use the tex coordinates correctly to get this to work. In addition, my artists tell me that it would be much easier for them to make PNG images that are either 512x512, 256x256 or 1024x1024...Is it possible to place a 512x512 PNG image as a background in a 1024x768 app? How?
  15. Pause and then resume in OpenAL

    Oh...i just figured out the problem. I should have put this line: if( !playing ) alSourcePlay... Sometimes, the keyboard would double tap so it would restart.