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i have a little bug with multiple drawing
Exemple :
u8 *tex_bg1 = GRRLIB_LoadTexture(BG1);
u8 *tex_bg2 = GRRLIB_LoadTexture(BG2);
u8 *tex_bg3 = GRRLIB_LoadTexture(BG3);
while (stape == 0)
{
GRRLIB_FillScreen(0xFF000000);
GRRLIB_DrawImg(0, 0, 640, 480, tex_bg1, 0, 1, 1, 255);
GRRLIB_DrawImg(0, 200, 640, 200, tex_bg2, 0, 1, 1, 255);
GRRLIB_DrawImg(0, 250, 640, 100, tex_bg3, 0, 1, 1, 255);
GRRLIB_Render();
//if blabla stape = 1;
}
free(tex_bg1);
tex_bg1 = NULL;
free(tex_bg2);
tex_bg2 = NULL;
free(tex_bg3);
tex_bg3 = NULL;
sleep(1);
u8 *tex_bg4 = GRRLIB_LoadTexture(BG4);
u8 *tex_bg5 = GRRLIB_LoadTexture(BG5);
u8 *tex_bg6 = GRRLIB_LoadTexture(BG6);
while (stape == 1)
{
GRRLIB_FillScreen(0xFF000000);
GRRLIB_DrawImg(0, 0, 640, 480, tex_bg4, 0, 1, 1, 255);
GRRLIB_DrawImg(0, 200, 640, 200, tex_bg5, 0, 1, 1, 255);
GRRLIB_DrawImg(0, 250, 640, 100, tex_bg6, 0, 1, 1, 255);
GRRLIB_Render();
//if blabla stape = 2;
}
free(tex_bg4);
tex_bg4 = NULL;
free(tex_bg5);
tex_bg5 = NULL;
free(tex_bg6);
tex_bg6 = NULL;
sleep(1);
//etc...if i continu to bg12/13, i have a little bug when the new bg is drawingfree(tex_???); it's really good ?
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I'm not quite sure what your bug is as you have not given much to go on in terms of you problem
A couple of observations are:
If you are freeing your textures then there is no need to null them
Why are you not just using the variables tex_bg1(to 3) that you have already created to load your next set of textures into instead of creating the new ones?
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JustWoody wrote:
I'm not quite sure what your bug is as you have not given much to go on in terms of you problem
A couple of observations are:
If you are freeing your textures then there is no need to null them
Why are you not just using the variables tex_bg1(to 3) that you have already created to load your next set of textures into instead of creating the new ones?
Good suggestion, i test it
.
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