Page 1 of 2

Pointer related question

PostPosted: Feb 16, 2004 @ 7:21pm
by Volte6

PostPosted: Feb 16, 2004 @ 7:23pm
by Volte6

Re: Pointer related question

PostPosted: Feb 16, 2004 @ 7:49pm
by ruis

Re: Pointer related question

PostPosted: Feb 16, 2004 @ 8:01pm
by Pam

PostPosted: Feb 16, 2004 @ 8:08pm
by Volte6

PostPosted: Feb 16, 2004 @ 8:18pm
by Layre5150

PostPosted: Feb 16, 2004 @ 8:53pm
by Volte6
Well, I'm using the framework, as suggested in .

In theory it SHOULD work, I'd think. I still feel like it has something to do with the way i'm passing the backbuffer pointer to the move() method in the ball object.

I kept getting weird errors that I didn't understand though, saying things like it couldn't convert a **CGapiSurface to a *GapiSurface or something like that. I'll be sure to cut/paste the exact errors when I get back to my home PC, though.

PostPosted: Feb 16, 2004 @ 9:38pm
by ppcStudios
If you're doing all of your drawing from within ProcessNextFrame(), the Flip is don't automagically for you.

Rather than passing a pointer to the backbuffer each call, I would recommend that you store the Display pointer when you create your ball object and then acquire the backbuffer from Display on each call. That way you are sure you get the correct backbuffer each call.

Also, always get the result code on your GD calls. I'm sure I don't need to remind everyone that they are there for a reason. For example:

HRESULT hr = pBackbuffer->BltFast(...); if(hr != GD_OK) return hr;

PostPosted: Feb 16, 2004 @ 9:57pm
by Volte6

PostPosted: Feb 16, 2004 @ 10:04pm
by ruis

PostPosted: Feb 16, 2004 @ 10:32pm
by ppcStudios

PostPosted: Feb 16, 2004 @ 10:33pm
by Volte6

PostPosted: Feb 16, 2004 @ 10:40pm
by ppcStudios

PostPosted: Feb 16, 2004 @ 11:04pm
by Layre5150

PostPosted: Feb 17, 2004 @ 12:04am
by Volte6