On Sun, Mar 30, 2008 at 6:49 PM, Leo Wandersleb <[EMAIL PROTECTED]> wrote:
> hi list, > > on my way to change the overlays from 4 triangles per alpha value, what > means > sending 80 Bytes (*) per alpha value to the gpu to 1 alpha value per > stored > value by using a generated bitmap i ran into troubles that look like > valgrind > kind of troubles: > > my overlays now disappear if i scroll the screen to a certain position (i > guess > it is when i have the starting position in the lower right corner of my > screen) > on the map. scrolled like that, it may or may not draw the overlays from > time to > time. Also drawing of clouds and drawing of shadows seams not to be > linked. > > Secondly overlays now almost work in game but not at all in the menu. > > Due to the significant performance boost i expect from the changes in > void GraphicContext::drawAlphaMap() i pushed to texturExperiments i hope > that > someone can help me get this thing rolling for beat4. > > running valgrind i ran into a message, Stephane has posted back in 2004 ;) > > http://listas.apesol.org/pipermail/sdl-libsdl.org/2004-February/041212.html > > I got rid of those by initializing > SDL_Event lastMouseMotion, windowEvent, event; > and then got them again. no idea. others use this exactly as we do and > don't > mind those valgring messages it seams. > > Thanx, > > Leo Wandersleb > > (*) > now used triangle fans: > one fan consisting of 4 triangles having 5 vertices per value= > 5 RGBA-values plus 5 3d-vertices per stored value= > (5 *4+ 5*3*4)* n= 80*n Bytes > > before used triangle strips: > 2 RGBA-values plus 2 3d-vertices per stored value= > (2 *4+ 2*3*4)* n= 32*n Bytes > > generated bitmap on one quad: > n alpha-values mapped on a quad plus a color > n+ 4*3*4+ 3~= 1 *n Bytes Your dissaparing overlays problem looks like you haven't coded wrapping correctly. If you think its a valgrind error, run it in valgrind. It should return errors inside your code. -- Extra cheese comes at a cost. Bradley Arsenault.
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