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Messages - foxcode

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1
Graphics / Re: sf::Image size limitation?
« on: February 28, 2014, 04:59:48 pm »
Thanks for the help guys. I ended up download the 64bit libraries and compiling for that just to see if it would work, what do you know it fixed it. Turns out when calling copy I was going over the 2GB limit. Thanks for the help.

2
Graphics / sf::Image size limitation?
« on: February 28, 2014, 02:20:01 pm »
Hello everyone, I feel bad to be posting another question but I am so close...

I have made a program to create the mandelbrot fractal using a shader. The program works fine unless you increase the resolution to around 10k by 10k. At this point The program crashed. I thought maybe the resolution was too high for the gpu, so I altered my program to make 4 textures, and stitch them all together in the image save function, alas I am getting similar problems.

this is the code that is crashing:

sf::Image master;
  try
  {
    master.create(m_width, m_height);
  }

  catch (bad_alloc& ba)
  {
    cerr << "bad_alloc caught: " << ba.what() << endl;
  }

  sf::Vector2u test = master.getSize();

  master.copy(one,0,0,rect,true);

no bad allocation is being thrown, the program crashes at master.copy but only the high resolutions
cause a crash.

I have 16GB of ram and a Radeon 7950HD so I really doubt it is a memory limitation. Could this maybe be a 32 bit issue or is there some sfml limitation I do not know about.

When debugging the error produced is:
Debug assertion failed. C++ vector subscript out of range.
This was at a resolution of 15360x8640

Thanks

3
Graphics / Re: Shader problem gl_TexCoord[0].xy giving wrong values
« on: February 26, 2014, 11:10:22 pm »
Problem solved, texture co-ordinates were not normalized, thank you gamedev.net
http://www.gamedev.net/topic/653865-glsl/

4
Graphics / Shader problem gl_TexCoord[0].xy giving wrong values
« on: February 26, 2014, 10:50:42 pm »
Hello everyone, I have already posted about this on gamedev.net but am yet to find a solution.

I am creating a simple rectangle using a vertex buffer that is being draw to the screen. I am also creating a texture, loading the image from file, and passing it into a shader. I am using the default vertex and fragment shaders from the tutorials.

My problem is the fragment shader seems to be filling the entire rectangle with whatever colour the bottom right pixel of the texture happens to be. Has anyone come across this before?

Thanks

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