M
Michael Sgier
Hello
i get the error:
Segmentation fault. The debugger stopped
at the last of the following lines:
// This stores the texture array for each of the textures assigned
to this model
unsigned int m_Textures[MAX_TEXTURES];
// This stores a list of all the names of the textures that have
been loaded.
// This was created so that we could check to see if a texture that
is assigned
// to a mesh has already been loaded. If so, then we don't need to
load it again
// and we can assign the textureID to the same textureID as the
first loaded texture.
// You could get rid of this variable by doing something tricky in
the texture loading
// function, but I didn't want to make it too confusing to load the
textures.
std::vector<std::string> strTextures;
I don't understand the above. Could this mess up with my imagefunction:
img = SDL_LoadBMP(filename);??
also the following: gluBuild2DMipmaps in the same function returns a
memory access fault if i don't
comment that.
THANKS and regards
Michael
i get the error:
Segmentation fault. The debugger stopped
at the last of the following lines:
// This stores the texture array for each of the textures assigned
to this model
unsigned int m_Textures[MAX_TEXTURES];
// This stores a list of all the names of the textures that have
been loaded.
// This was created so that we could check to see if a texture that
is assigned
// to a mesh has already been loaded. If so, then we don't need to
load it again
// and we can assign the textureID to the same textureID as the
first loaded texture.
// You could get rid of this variable by doing something tricky in
the texture loading
// function, but I didn't want to make it too confusing to load the
textures.
std::vector<std::string> strTextures;
I don't understand the above. Could this mess up with my imagefunction:
img = SDL_LoadBMP(filename);??
also the following: gluBuild2DMipmaps in the same function returns a
memory access fault if i don't
comment that.
THANKS and regards
Michael