I'm trying to load a PNG image to use as texture, but when I compile the sdl window closes. I'm sure the error is in the function of generating the png texture, because when i don´t use this function, the sdl window does not close. So debugging using cout i found that the cout above glTexImage2D function, shows in console, but the cout in below of glTexImage2D does not work. Does not reading this image?
I found a targa loader that works great and implemented it in my code.
But for some reason, the alpha region of my texture , just won't be alpha when I load the Texture in my code.
If I make a texture that is a full purple colored rectangle, and carve out the central part with an alpha zone, in-game the quad is all full purple, instead of having the central part being transparent.
I tried the following code too, and it doesn't work, I don't understand
//NPC glEnable(GL_BLEND);// Enable Blending NPC00->Draw(); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);// Set The Blending To A Nice 50/50 Mode glDisable(GL_BLEND);// Disable Blending
Draw Function, basically draws a Quad and applies the texture to it.
I'm just trying to get textures with alpha to work, I usually work with targas, so thats why I got a targa loader.
I'm using waveinOpen to capture sound from my microphone. I know how to set how many channels to use, but how do you tell it what channel to use - left or right?
I have an application based around a WCF Duplex service. I have problems when the user "Restarts" the work the application does... under the hood, the client side closes the connection to the WCF service and creates another. The Service contract is defined like so...
[ServiceContract(Namespace="net.tcp://namespace.MyService", SessionMode=SessionMode.Required, CallbackContract=typeof(IServiceCallback))] public interface IMyService { [OperationContract(IsOneWay=true)]
[Code] ....
The issue I see is that the _context.Close() call always times out and throws an exception. Although I'm then aborting the channel, this feels wrong to me, and I believe it's the cause of freezing in my application. Why the Close() call fails?
I missed something earlier regarding my callback implementation that might be relevant. It looks something like this:
[Callbackbehavior(ConcurrencyMode = ConcurrencyMode.Single, UseSynchronizationContext = false, IncludeExceptionDetailInFaults = true)] public class CallbackImplementation : IServiceCallback { public void SendMessage(string message){ // Do something with the message } }
The exception message is "The ServiceHost close operation timed out after 00:00:30. This could be because a client failed to close a sessionful channel within the required time. The time allotted to this operation may have been a portion of a longer timeout.". There's no inner exception.
The big problem is that the client application freezes when the main application process is started after one client has been disposed and a new one created. I've also noticed that when you close the WPF application, it doesn't close properly and keeps running in the background, preveting you from starting a new instance.
I am currently trying to apply a texture to a sphere I made, and have been following various tutorials. My program no longer crashes (used to be a problem but I figured it out), but the texture isn't being applied to the sphere. I used glut and SOIL to do this, but I am pretty sure that I am missing some necessary code from my own program for the textures to work. Because my program is a bit different from the tutorials though, I can't figure out what it is that I am missing. Below is what I have written to this point. It all compiles, and it successfully displays two objects (a sphere, and a pyramid), but neither object has textures, the pyramid simply has the colors it was set with (supposed to, I want to texture map the sphere first), while the sphere is a solid blue. What am I missing or what do I need to move?
The following function finds the normal to a terrain represented by a texture. I found it somewhere online , it works but i couldn't understand the math behind it. So , How (or Why ?) does it works ?
//psuedo code Vector2 normal(x,y) { Vector2 avg; for(int w = -3; w <= 3; w++) { for(int h = -3; h <= 3; h++)
I want to use a new color for BaseColor in iTextSharp.
I can easily set a new color using RGB values from 0 to 255.
However, if I want to adjust the alpha value (and I know alpha ranges from 0 to 1), I can't make the alpha 0.5 because it's not an integer in the definition of BaseColor.
public BaseColor(int red, int green, int blue, int alpha);
So I can set my BaseColor like below:
static BaseColor newColor = new BaseColor(192, 192, 192);
but I can't use a non-int value for alpha. How can I easily convert double alpha values to integer values? What would be the range for alpha in int values and how do I, e.g., set the alpha value to 0.5 in int values?
EDIT: btw, I found online something like this: int alpha = (pixel >> 24). I don't understand why 24 and how can I break that into chunks I understand?
Why the first code snippet inserts properly into a list and the second code snippet does not. The position of the bold expressions are the only differences. iter, s and LS were declared elsewhere in main().
snippet 1.) while (true) { cout << "Enter string (ENTER to exit): "; getline(cin, s); if (s.size() == 0)
I want to create 2 functions to (1) convert a passed string into proper case (capitalize the first alpha character of a string and every alpha character that follows a non-alpha character); (2) sort the array of names (after it has been converted to proper case).
Let's say I create a small program or just want to open any kind of file on my computer, but I want to run a program that forces the user to enter a password or something (I already know this part). How does one create the code that would open the file?
How I can make 2D games in OpenGL. I have sprites, but when I load them in game, they're all big and stuff, not pixel for pixel how I'd like them. How can I do this?
I am because I don't know what to use OpenGL or DirectX? I heard some people saying I can use both. How is this? What is better for online games? And when I choose I will need some tutorials too ....
i have made this first level in this ascii game, and i realized that if i want to continue, i must rewrite the switch statement and write thousands of lines of code. how can i load a map from a txt file?
#include <iostream> #include <windows.h> using namespace std;
I have a Visual C++ workspace that has 2 projects (1 exe & 1 DLL). I used Serge Wautier's tutorial [URL] .... to create (multi-language) resource DLLs (satellite DLLs) branching off the exe.
Now I have a collection of strings in the DLL that are shared in other projects. I created a satellite DLL for that DLL but can't figure out how to load it on-demand just like the exe's satellite DLL.
He used: HINSTANCE hDll = LoadLibrary(szFilename); AfxSetResourceHandle(hDll); void CLanguageSupport::UnloadResourceDll() { if (m_hDll!=NULL) { SetResourceHandle(AfxGetApp()->m_hInstance); // Restores the EXE as the resource container. FreeLibrary(m_hDll); m_hDll= NULL; } }
etc etc ... for the unloading/loading satellite DLLs for the exe. But how to do the same for the DLL?
This is my first time using opengl and I am experimenting with adding/drawing polygons/points/etc. on top of a PPM image. The image is already loaded when the application runs. My attempt to draw a square is from lines 30 - 35. The program runs but the square is not present. Just the image.