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SpiderPig

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Everything posted by SpiderPig

  1. Hmm, I wonder what I'm doing wrong then... I might try a clean install later and see if that works.
  2. Didn't work, I cleaned the solution and the project.
  3. I updated Leadwerks 3 this morning, created a new C++ project, opened it in VS 2010 Express and upon running it just crashes with the error ; Unhandled exception at 0x00e4e9c4 in MyProject.debug.exe: 0xC0000005: Access violation reading location 0x00000024. So I commented out all of the camera movement code to see where I'd end up, and I got a new error ; A buffer overrun has occurred in MyProject.debug.exe which has corrupted the program's internal state. Press Break to debug the program or Continue to terminate the program. For more details please see Help topic 'How to debug Buffer Overrun Issues'. Any Ideas?
  4. self.world:Clear() in Lua throws an error.... attempt to call method 'Clear' (a nil value) ....or is that what you meant by you forgot to tag it for lua?
  5. Aggror's correct. I want to load different levels as the game progresses. Currently if I load level 1 then load level 2, both levels are merged....I may have to figure out a different method.....
  6. I mean I can load a map with Map:Load () which returns its success as true or false... But is there a Map:Release () function? Or a way to easily remove the contents of that map from the game?
  7. Can you free / release a loaded map?
  8. They are materials. They are in the materials/developer folder.
  9. Okay, so if I'm understanding this correctly, GetOrientation() doesn't detect which way the user is holding their device... that would be the job of the accelerometer, yes?
  10. This may be a dumb question; but with mobile, how to rotate the game depending on which way you hold the phone? Should it be automatic or is it programmable by using "GetOrientation()"? if so, I've printed the results of "GetOrientation()" and it returns 0 regardless of pone orientation.
  11. Ah, that's the Character Rotation... half of it's name is not visible perhaps that's why I didn't pick it up.... actually I've noticed that any properties text that's above a certain length gets moved to a new line and is chopped off... Any way it's fixed now, thanks.
  12. I'm not sure if I'm setting up the character controller wrong or if it is a bug, but when I set the controller to move in a specific direction, it seems to wander slightly off track. If you compare the character to the lines on the floor model you can tell it's not moving exactly up,down,left or right. I created an example project and have attached it... Keys are W,A,S,D
  13. I copied "NDK Builder.launch" from the template into my project and got a different error... "Errors running builder 'Integrated External Tool Builder' on project 'Test'. The file does not exist for the external tool named NDK Builder." EDIT : @ Josh, Okay
  14. Thanks. Now I am getting this error when I build my project in Eclipse... "Errors running builder 'Integrated External Tool Builder' on project 'Test'. The builder launch configuration could not be found."
  15. I have the same error, except it shows in the editors console window...
  16. Hi, how to set up an object to only detect a collision? I have tried the "trigger" option which works fine until I save it as a prefab and then use the prefab which results in a physical collision...
  17. Hi, I'm getting the following error in lua; 'attempt to index global 'Map' (a nil value). function App:Start() --Set the application title self.title="MyGame" --Create a window self.window=Window:Create(self.title,0,0,1024,768,Window.Titlebar+Window.Center+8) --self.window:HideMouse() --Create the graphics context self.context=Context:Create(self.window,0) if self.context==nil then return false end --Create a world self.world=World:Create() --Load a map return Map:Load("Maps\start.map") end
  18. Do you know of a workaround solution then? Or is it simply "don't use openGL with framework"?
  19. Thanks for that. When looking through the comments I found this link: http://www.leadwerks.com/werkspace/topic/1332-renderframework-in-2-parts/#entry12297 Seems that it's a problem within the actual framework. I wonder if Josh has had any thoughts on the Idea.....
  20. I use OpenGL to render my sprites which work fine with the framework commands except for Godrays and DOF. The process is first initiated by the following code; void Begin(void) { int vPort[4]; glGetIntegerv(GL_VIEWPORT, vPort); // Set the projection glOrtho(0, vPort[2], vPort[3], 0, 1.0, 1000.0);/ // Reset transformation glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glEnableClientState(GL_VERTEX_ARRAY); //glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); } void End(void) { glMatrixMode(GL_MODELVIEW); glPopMatrix(); //glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); glDisable(GL_CULL_FACE); glColor4f(1.0, 1.0, 1.0, 1.0); } I've had this problem for some time time now and I have worked around it by simply not using Godrays or DOF. Can anyone please confirm that the code above is all there? Oh, and I call Begin() right after RenderFramework() too. Thanks
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