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Splash Screen

September 26th, 2007 by mikeleon

While I was tinkering with trying to get the textures up (and I think I figured out the coords, but still nothing) I got the idea for how to implement multiple screens, so i went ahead and coded that up real quick.  So now when the program starts you get a splash screen, which doesn’t actually say anything, and then when you click you go to the regular game/menu screen.

I also added a little clicky thing in the game screen cause i got tired of looking at a blank red square…

New code will be at the same spot in probably 10~ min.

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Texture Problem

September 25th, 2007 by mikeleon

So I am still having a problem getting the textures to wrap onto my buttons.  I had it working before, but now it isn’t, and i am pretty sure it has something to do with the coordinates for the polygon and texture.  The polygons draw in correct spots, and I have the buttons still working, but no texture.  Anyway, here is the code, comments like “TL” = “topleft” etc. The textures do load right.

Code can be downloaded here: http://rosemary.umw.edu/~mleon1nf/491/.  The drawButtons() function is in ISWindow.cpp

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Summary of the Week

September 24th, 2007 by mikeleon

Overall this week was a lot more successful than last week.  Using the link Prof. Polack gave me I was able to fix my code and get the viewports working.  I think the problem was that I was registering the callbacks for the different viewports incorrectly.

Basically what i have completed at this point, is what i had at the end of last semester, except that the different sections have been recoded into their own viewports.  The textures however aren’t wrapping onto the buttons anymore, but that will be a simple fix (might just have to set that section of code to be working on the new subwindow).  That will be fixed by the meeting wednesday though.

–I’m in the lab now, and the code is back at my apartment, so i will upload that later.

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If i had a nickel for every unhandled exception…

September 19th, 2007 by mikeleon

To try and get the viewports working i decided to rip out all the extra stuff in my code: textures, buttons, writing text, most button presses, etc. I was hoping that by getting rid of all the extra stuff, it would be easier to fix the viewport code….

 Well it still crashed, so i put in some break points to see where to happened. It didn’t make it to the break points. I moved the breakpoints up in code, still nothing.  After doing this two or three times, i put a break point on every line in the file, from the very first, to the bottom of main, comment lines and everything.  Somehow it still managed to crash, yet visual studio said it never made it to any of the break points…..

The new plan:

  1. Get rid of everything
  2. Make a new file
  3. Don’t add anything exciting
  4. Code the viewports
  5. Rejoice
  6. Add the stuff back in (This would actually put me back on schedule)

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The Past Few Days

September 17th, 2007 by mikeleon

The school network was down this weekend, so time for a little bit of catching up….

I managed to get my code back from last semester, which was nice.  Prof. Polack had a cd with the code from Joel and I’s failed attempt at putting our projects together.  From that i just had to delete a bunch of Joel’s stuff, fix some of mine, and was able to get my old stuff working.

 After that, the network was down so I wasn’t able to look up information about viewports.  But it is obviously working again, so I found a tutorial and started working.  Unfortunately, all i have really accomplished it seems is to make my program crash spectacularly. Hopefully I will have it working by Wednesday  though.

P.S. I just saw Hot Fuzz this weekend, it was very funny, the funny level increasing as the movie went on.  If you haven’t seen it, you should.

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Integration Plan

September 12th, 2007 by mikeleon

After talking with Joel a couple times about how we want to go about integrating our different sections, we seem to have come up with a plan. We are going to get a blank OpenGL / GLUT window running with two viewports. One viewport will end up displaying Joel’s game screen, and the other will end up displaying the main in-game menu. After that the rendering method will just have to call two seperate functions, one to render each viewport. If we can get that working, from then on we can just work in our individual areas, and the project should still work.

When we want to add new things later, different viewports, screens, etc. it should be just a simple copy and paste to get new things set up.

Since this idea relies on us both working in the same files, just different functions, it makes sense for us to use a code repository somewhere. We both have accounts on google so i checked out their code hosting services first. It is free which is nice, and the only problem i saw was that you had to specify which license you wanted to associate with your code. This is only a problem since i don’t know all the nuances of the different licenses, so i will have to look them up before we can use google’s services. Overall, google looks like it would be a pretty good way to go.

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Approved

September 6th, 2007 by mikeleon

I got all my signatures yesterday so i just have to drop my form back off at GW and then i’ll be good to go.

We also had our first meeting yesterday after the mixer, and joel and I were told to start figuring out our code style and stuff, so that’s what we are working on now.  The bigger part of it will probably be determining the architecture of our code, not so much the coding style.

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Getting Started

September 4th, 2007 by mikeleon

Still ironing out the kinks in my application for this semester, but it looks pretty good now.  Hopefully my study will get approved in the next few days and i can get started on trying to make something.

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