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Topics - TomCatFort

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DotNet / Setting window icon and heap corruption.
« on: December 03, 2010, 12:49:38 am »
I'm trying to set the icon of my window to match the one that is visible in file explorer. And doing it was a success, but when I closed the window (and after it disappears) i got an error window that my application is stopped working (I was debugging it). Here is my code:
Code: [Select]

using (Bitmap icon = Icon.ExtractAssociatedIcon(Assembly.GetExecutingAssembly().Location).ToBitmap())
        BitmapData data = icon.LockBits(new Rectangle(0, 0, icon.Width, icon.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
        byte* ptr = (byte*)data.Scan0;
        int size = data.Width * data.Height * 4;
        byte[] pixels = new byte[size];
        for (int i = 0; i < size; i++)
            pixels[i] = ptr[i];
        //Swap chanels.
        for (int i = 0; i < size / 4; i++)
            byte t = pixels[i * 4 + 0];
            pixels[i * 4 + 0] = pixels[i * 4 + 2];
            pixels[i * 4 + 2] = t;
        SetIcon((uint)icon.Width, (uint)icon.Height, pixels);

If I comment out that whole code block, everything is fine. It happens even if the SetIcon line is commented out.

Here is the error report in that window:
Code: [Select]

Problem signature:
  Problem Event Name: APPCRASH
  Application Name: AppName.vshost.exe
  Application Version: 10.0.30319.1
  Application Timestamp: 4ba2084b
  Fault Module Name: StackHash_d340
  Fault Module Version: 6.1.7600.16385
  Fault Module Timestamp: 4a5bdb3b
  Exception Code: c0000374
  Exception Offset: 000cdcbb
  OS Version: 6.1.7600.
  Locale ID: 1038
  Additional Information 1: d340
  Additional Information 2: d340cfbcf5d2a1596ea02401d3971e0b
  Additional Information 3: f1b1
  Additional Information 4: f1b10f8b730cb6e83e0c8b6ce5c965b2

I would be happy even if the only thing you can help me is show a way to load it from a png file using C#. To do so I misses a method that is available in C++ if I remember well.

Graphics / Multi-texturing
« on: October 13, 2010, 04:20:05 pm »
I'm not so good with OpenGL stuff so I googled it, then used the forums search, but I did not found any multi-texturing regarding SFML.

What I want to achieve: Render the scene into a RenderImage, then render the light map (dynamic, as light could move, and light-cones even rotate) into an other render image. Then using a shader that combines the two and draws it to the render window.

What I'm asking: How should i set up the second texture so the fragment shader can use it. I know this solution has problems with old hardware, but is there anything else I should pay attention when implementing it? Especially regarding SFML.

Thank you for helping me out.

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