TGE 1.5.2] Using dglDrawBitmap crashes engine.
by Kuju Manila · in Torque Game Engine · 10/06/2007 (6:58 pm) · 2 replies
Hello.
I am modifying the engine such that I'm creating a GuiControl that renders a colored life bar above the object's "head." I successfully achieved this. Now, I am tasked to do replace the rectangular life bars to use a 2D bitmap. However, my engine crashes when I am trying to use the dglDrawBitmap bitmap-drawing function provided by Torque.
I already have this somewhere before my dglDrawBitmap:
Are there any gotcha's I missed when using primitive rendering of Torque?
I am modifying the engine such that I'm creating a GuiControl that renders a colored life bar above the object's "head." I successfully achieved this. Now, I am tasked to do replace the rectangular life bars to use a 2D bitmap. However, my engine crashes when I am trying to use the dglDrawBitmap bitmap-drawing function provided by Torque.
I already have this somewhere before my dglDrawBitmap:
mTexture1 = TextureHandle( "./lifered.png", BitmapTexture, true ); //somewhere before; hardcoded path for now; console doesn't report any missing texturefiles so I guess it's ok.
//my onRender:
if( mTexture1 )
{
Con::errorf( "casting Texture" );
TextureObject * to = static_cast< TextureObject * >( mTexture1 );
Con::errorf( "drawing bitmap using dglDrawBitmap" );
dglDrawBitmap( mTexture1, Point2I( 0, 0 ), false ); //crashes here
Con::errorf( "lifebar render end" );
}Are there any gotcha's I missed when using primitive rendering of Torque?
#2
10/07/2007 (7:28 pm)
You need to set the "Working Directory" in your project settings to where your game files are.
Kuju Manila
Default Studio Name
It's actually my improper use of getting the width of the texture, and now I fixed it.
It's funny that it seems printing checkpoints on the console/log file isn't reliable as always. I ended up using the VS2005's debugger by attaching the running process of the DEBUG version. This brings me to another question, how do you guys get to build->run the DEBUG version of Torque? Whenever I do that there's always the missing main.cs file error (I assume it's because of the paths). How do I fix my environment so that whenever I use the Run in VS2005 it will work with Torque?