Forum: Game Development Jul 5th, 2009 |
| Replies: 9 Views: 603 Just FYI, the __vfptr = CXX0030 thing is because the debugger thinks that d3ddev is pointing to an actual instance of a D3D device, if there's some error in the call to CreateDevice, and for whatever... |
Forum: Game Development Jul 5th, 2009 |
| Replies: 9 Views: 603 The function call CreateDevice returns a HRESULT (error code), so do:
HRESULT result = CreateDevice (...);
the possible values are defined as D3D_OK, D3DERR_DEVICELOST, D3DERR_INVALIDCALL,... |
Forum: Game Development Jul 5th, 2009 |
| Replies: 9 Views: 603 Ah ok. There shouldn't be any problem with doing what you're doing from a DLL. I have only ever written DX applications that are staticly linked and DLLs that don't do anything DX, so I don't know... |
Forum: Game Development Jul 4th, 2009 |
| Replies: 9 Views: 603 Oh, and the reason that a D3DPRESENT_PARAMETERS object 'just works' is that the D3DPRESENT_PARAMETERS is a value (structure) type not a pointer type.
Learn this distinction ASAP. |
Forum: Game Development Jul 4th, 2009 |
| Replies: 9 Views: 603 You're just creating a pointer variable without actually setting it to anything, so what you're getting is 'worse' than a null pointer, it's a pointer to some random location. The message in the... |
Forum: Game Development May 18th, 2009 |
| Replies: 1 Views: 948 It's because you are using an orthographic projection, in an orthographic projection, a higher depth doesn't make objects appear smaller.
See : http://www.songho.ca/opengl/gl_projectionmatrix.html... |
Forum: Game Development May 12th, 2009 |
| Replies: 10 Views: 1,603 Matrix transforms are perhaps harder to initially understand than applying offsets and rotations directly to points, but it's IMO the 'right choice' to use matrices, because it makes everything in... |
Forum: Game Development May 12th, 2009 |
| Replies: 10 Views: 1,603 What kind of 2D library? Graphics, or physics? or something else?
I like this book alot, it says collision detection, but it also has a lengthly intro to many of the concepts of simulated 'space... |
Forum: Game Development May 10th, 2009 |
| Replies: 4 Views: 1,951 It's easy enough to arbitrarily set the rotation point, e.g. this will work:
case 'E':
case 'e':
{
//Rotation of the red square.
glMatrixMode(GL_MODELVIEW_MATRIX);... |
Forum: Game Development May 8th, 2009 |
| Replies: 4 Views: 1,951 You setup an orthographic projection matrix, and then in the pushmatrix/popmatrix block, you load a matrix in model space, this 'undoes' your projection until the matrix is popped...
You could... |
Forum: HTML and CSS Apr 12th, 2009 |
| Replies: 5 Views: 693 <!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en" dir="ltr">
minor bug with... |
Forum: Game Development Apr 8th, 2009 |
| Replies: 2 Views: 562 You can't really modify the .a file, it contains already compiled code and symbols. You can however modify the source code and rebuild the library with whatever changes you need. Exactly how to do... |
Forum: C++ Mar 20th, 2009 |
| Replies: 2 Views: 640 In your for loops, you are adding 2 to i and k. You probably want to add 1 to i and k, since your trying to get 2*i and 2*k-1, i.e the odds and evens... so it looks like you are skipping half of the... |
Forum: Game Development Feb 24th, 2009 |
| Replies: 3 Views: 701 looks like you have not called glEnable ( GL_DEPTH_TEST );
otherwise, post code |
Forum: Game Development Jan 21st, 2009 |
| Replies: 3 Views: 869 It seems that GLFW doesn't properly initialize the opengl state machine until you call glfwOpenWindow.
Move the call to glEnable ( GL_DEPTH_TEST ); to somewhere after the call to glfwOpenWindow.... |
Forum: Game Development Jan 17th, 2009 |
| Replies: 4 Views: 1,402 Some things:
- Check the return value of LoadBitmap ( i.e. does the bitmap load atall? ).
- You are loading the file "art" ( without a file extension ). If you want to fopen "art.bmp" file,... |
Forum: Game Development Jan 14th, 2009 |
| Replies: 4 Views: 1,402 From main, (after calling glutInit and before calling glutMainLoop), call your bitmap load function, put the return value into a global int variable ( e.g. texture1 ), repeat for however many... |
Forum: HTML and CSS Jan 10th, 2009 |
| Replies: 14 Views: 1,826 Why don't you want to use tables? |
Forum: C Nov 27th, 2008 |
| Replies: 5 Views: 1,233 Please post all of the "undefined reference" errors.
Did you get a different error when you tried with -lgmp?
You are using GMP, yes?
If so, did you compile GMP yourself, or use a... |
Forum: C Nov 27th, 2008 |
| Replies: 5 Views: 1,233 I assume you're including headers from the gnu multiple precision library?
If so you need to tell the linker the name of the library.. e.g.
gcc multiply1.c -lgmp
If that doesn't work.. make... |
Forum: Game Development Nov 26th, 2008 |
| Replies: 4 Views: 739 The nicest solution (in terms of future flexibility), is to encode your data in either a bitmap image or a text file.
Alternatively, if you just want to initialize an array of arrays:
// made... |
Forum: C++ Nov 26th, 2008 |
| Replies: 8 Views: 1,798 That "the behaviour when dereferencing an invalid pointer is undefined" is fact.
Other than that, the best you'll get (in terms of an explanation for why you get this output) is speculation or... |
Forum: C++ Nov 25th, 2008 |
| Replies: 8 Views: 1,798 The behaviour when dereferencing an invalid pointer is undefined. So I can only speculate on the underlying reason: it probably has to do with how and where stack variables are allocated, e.g.... |
Forum: C++ Nov 24th, 2008 |
| Replies: 5 Views: 1,923 You don't imply any memory management in the description of the problem: there's no necessity that the nodes/lists even be allocated with new, e.g.:
Node a, b;
a.next = &b;
You wouldn't want... |
Forum: JavaScript / DHTML / AJAX Sep 11th, 2008 |
| Replies: 4 Views: 771 To me, Javascript/HTML/CSS animation always feels like an ugly hack: sure there are libraries available to assist with the lack of any built-in support for graphics*; but then there are libraries to... |
Forum: IT Professionals' Lounge Aug 1st, 2008 |
| Replies: 2 Views: 1,091 What your asking is very probably against the terms of the licence of the software.
If you're wanting to 'test' on Vista as in try out the product on a new OS, consider contacting a spokesperson... |
Forum: JavaScript / DHTML / AJAX Jun 27th, 2008 |
| Replies: 24 Views: 44,925 In my comment about the document being on a server; I'm pointing at the sillyness you also note in the W3C's wording: that of an implied concept of a browser 'removing' a document from some kind of... |
Forum: JavaScript / DHTML / AJAX Jun 26th, 2008 |
| Replies: 24 Views: 44,925 Really not nonsense, There's nothing in standard HTML + JS that mandates the existance of a _window_ let alone an event when it closes. Each browser handles its idea of a 'window' in a different way.... |
Forum: Game Development Jun 24th, 2008 |
| Replies: 3 Views: 1,626 Did you try using a full path to specify the file? i.e:
house->LoadFromX("C:\\Documents and Settings\\<user>\\Desktop\\Projects\\3DGameFramework\\3DGameFramework\\fachwerk33T.x");
Try this... |
Forum: Game Development Apr 24th, 2008 |
| Replies: 13 Views: 3,882 I'm not suprised that you're finding it hard to get hold of Maya 4.0, it's pretty ancient. What kind of plugin is the one you need? Is it one of those Maya pseudo-dlls or a MEL script? If it's a MEL... |
Forum: JavaScript / DHTML / AJAX Apr 15th, 2008 |
| Replies: 24 Views: 8,053 The first meta tag in that page is in the wrong place... move it to be inside the head section. Try validating the code aswel, correct any errors and see if it still has a problem. |
Forum: HTML and CSS Apr 14th, 2008 |
| Replies: 7 Views: 5,394 It's not a kludge to have an outer style affect the list ( including the bullets/numbers ) and have an inner style affect the content of items themselves. Use 'relative' styles if possible , e.g use... |
Forum: Game Development Mar 13th, 2008 |
| Replies: 9 Views: 2,404 Cool; good to know it's working :)
Disregard my last post; although, the -g3 flag is quite useful to remember ( with full debug info you can see all the values passed into methods aswell as the... |
Forum: Game Development Mar 13th, 2008 |
| Replies: 9 Views: 2,404 Ok, the method NodeGL:plot is very small, the only thing that could be wrong in that method itself is the array not being instantiated ( or being too short ), however, there could be something wrong... |
Forum: Game Development Mar 13th, 2008 |
| Replies: 9 Views: 2,404 >_< oops, sorry;
$ gdb ./hex3
(gdb) run
..wait for error..
(gdb) backtrace |
Forum: Game Development Mar 13th, 2008 |
| Replies: 9 Views: 2,404 There is probably something wrong in your not-shown classes ColorGL &| BezierGL, since the code runs fine with all reference to those classes commented.
Have you got a debugger? I'm guessing if... |
Forum: JavaScript / DHTML / AJAX Mar 2nd, 2008 |
| Replies: 4 Views: 2,976 Initially, the click handlers for all objects are assigned to the size change function. When you click an object for the first time, the size is changed, and the click handler for that object is... |
Forum: JavaScript / DHTML / AJAX Feb 29th, 2008 |
| Replies: 4 Views: 2,976 Right.. not entirely sure what you're after; I can't work out which you want:
1: The first 'click' to perform 'sizeChange' and the next click to perform 'sizeRestore' ( and then to repeat for... |
Forum: HTML and CSS Feb 27th, 2008 |
| Replies: 9 Views: 3,220 Only one rule from me.. Don't set out to "work with divs to create a pure CSS layout", unless you're entering some wannabe-elitist competition. Use whatever's appropriate and whatever works best:... |
Forum: JavaScript / DHTML / AJAX Feb 27th, 2008 |
| Replies: 11 Views: 4,562 Alternatively, try this trick, if you don't mind presetting the available colors ( in a way, it's better because those colours can be defined in the CSS ). This works by dynamically changing the... |