when i implemented in the game, i had a filthy access violation what i didnt know why i get, and why isnt it in your example.
and for a lot of digging, i found its because u call the delete shieldManager after the device->drop();
actually, because its inherited from IShaderConstantSetCallBack, its reference counted, so shouldn't be deleted.
at constructing:
CShieldManager* shieldManager = new CShieldManager(..);
shieldManager->drop();
then it will delete the class when the device->drop() is called (checked with breakpoint)
hope i helped (and still my previous problem exists D:)
Shield Effects [OpenGL]
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why the code located here : http://sudi.pastebin.com/W161RYck
is different from the code you posted in this topic?
is different from the code you posted in this topic?
CPU: AMD PHENOMII X6 1090T BE 3,2GHZ
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RAM : OCZ 8GB 2*4GB DDR3 LOW VOLTAGE 1333
VGA: GeForce GTX680 2GB
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yeah, i see it later...
sorry for the not necessary up of this topic...
so, good job with the shield class, is very beutiful
and usefull
sorry for the not necessary up of this topic...
so, good job with the shield class, is very beutiful
and usefull
CPU: AMD PHENOMII X6 1090T BE 3,2GHZ
RAM : OCZ 8GB 2*4GB DDR3 LOW VOLTAGE 1333
VGA: GeForce GTX680 2GB
HD : 500GB + 500GB + 2x1TB Raid Edition + 500GB External
Motherboard: ASUS CROSSHAIR FORMULA 4 890FX AM3
PSU: Corsair 750W
CPU Cooling: Katana 2
RAM : OCZ 8GB 2*4GB DDR3 LOW VOLTAGE 1333
VGA: GeForce GTX680 2GB
HD : 500GB + 500GB + 2x1TB Raid Edition + 500GB External
Motherboard: ASUS CROSSHAIR FORMULA 4 890FX AM3
PSU: Corsair 750W
CPU Cooling: Katana 2
Re: Shield Effects [OpenGL]
Amazing
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If you are looking for people with whom to develop your game, even to try functionalities, I can help you, free. CC0 man.
**
If you are looking for people with whom to develop your game, even to try functionalities, I can help you, free. CC0 man.
**