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Type: Posts; User: Flustration

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  1. Replies
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    cheers

    cheers
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    #include "texture.h" #include "iostream" ...

    #include "texture.h"
    #include "iostream"


    GLuint texture::textureBank[256] = {};
    bool texture::textureFree[256] = {};
    int texture::numTextures = 0;
    bool...
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    I actually already changed that. -Anyway-,...

    I actually already changed that.

    -Anyway-, again, if you see my output here:

    11605

    You will see that the texture constructor is seeing that first element of textureFree[] as being "true"...
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    Just going to post the full code again, in case...

    Just going to post the full code again, in case I'm being incredibly unclear.



    //texture.cpp
    #include "texture.h"
    #include "iostream"

    void texture::initList()
    {
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    I was not being an ................. My point is...

    I was not being an ................. My point is that the information was not relevant. I am just trying to refocus this on the input/output. I change a value on a static variable only to read it as...
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    Just going to post this to humor you... void...

    Just going to post this to humor you...


    void texture::initList()
    {
    glGenTextures( 256, textureBank);
    listInitialized = true;
    }

    I feel like no one read or...
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    AFAIK it sets every member as "true". Either way,...

    AFAIK it sets every member as "true". Either way, the program is reading that the first member is "true" even after I set it false...
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    Okay, I have re-coded this using static member...

    Okay, I have re-coded this using static member variables... but I am getting the exact same result. Below is my code and output.


    //texture.cpp
    #include "texture.h"
    #include "iostream"

    void...
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    All elements test -TRUE-. I call...

    All elements test -TRUE-. I call generateTextureHandles() first.
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    void texture::generateTextureHandles() { ...

    void texture::generateTextureHandles()
    {
    std::fill_n(textureFree, 256, true);
    glGenTextures( 256, textureBank);
    }

    Either way, it is reading the values as true at all times, even after...
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    Global variable not updating

    Hello! I am trying to find out why my global variables (textureBank, textureFree, numTextures) are not being updated from the texture object's constructor method texture(SDL_Surface *rawSurface). It...
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