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Explosion Class (Particles lesson 19)

Started by November 23, 2009 11:20 AM
2 comments, last by phear- 15 years ago
Hello, I have created a Explosion class based in the lesson 19 Nehe gamedev. In my program I load a texture to the background when I press the space bar the explosion is created and show but the background image is replaced by black color. I am using SDL with OpenGL, OpenGL draw all the graphics in the screen. What can be happening??? Thanks, Regards.
Quote: Original post by cHimura
Hello,

I have created a Explosion class based in the lesson 19 Nehe gamedev. In my program I load a texture to the background when I press the space bar the explosion is created and show but the background image is replaced by black color.

I am using SDL with OpenGL, OpenGL draw all the graphics in the screen.

What can be happening???

Thanks,
Regards.


You could post some code, that would be helpful!
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Hello,

Yes, this is the code:

main.cpp
#include <stdio.h>#include <stdlib.h>#include "SDL_opengl.h"#include "SDL_image.h"#include "SDL.h"#include <GL/gl.h>#include <GL/glu.h>#include "Explosion.h"#include <cstdlib>#include <ctime>/* screen width, height, and bit depth */#define SCREEN_WIDTH  640#define SCREEN_HEIGHT 480#define SCREEN_BPP     16/* Setup our booleans */#define TRUE  1#define FALSE 0GLuint background;GLenum texture_format = NULL;GLint nofcolors;/* This is our SDL surface */SDL_Surface *surface;Explosion *explosion;int loadBackground(){	SDL_Surface *bg; // this surface will tell us the details of the image	if((bg = IMG_Load("images/bg.jpg"))){	//if((bg = SDL_LoadBMP("bg.bmp"))){		// Check that the image’s width is a power of 2		if ( (bg->w & (bg->w - 1)) != 0 ) {			printf("warning: image.bmp’s width is not a power of 2\n");		}		// Also check if the height is a power of 2		if ( (bg->h & (bg->h - 1)) != 0 ) {			printf("warning: image.bmp’s height is not a power of 2\n");		}		//get number of channels in the SDL surface		nofcolors=bg->format->BytesPerPixel;		//contains an alpha channel		if(nofcolors==4)		{			if(bg->format->Rmask==0x000000ff)				texture_format=GL_RGBA;			else				texture_format=GL_BGRA;		}		else if(nofcolors==3) //no alpha channel		{			if(bg->format->Rmask==0x000000ff)				texture_format=GL_RGB;			else				texture_format=GL_BGR;		}		else		{			printf("warning: the image is not truecolor…this will break ");		}		// Have OpenGL generate a texture object handle for us		glGenTextures(1, &background );		// Bind the texture object		glBindTexture(GL_TEXTURE_2D, background);		// Set the texture’s stretching properties		glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );		glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );		glTexImage2D(GL_TEXTURE_2D, 0, nofcolors, bg->w, bg->h, 0, texture_format, GL_UNSIGNED_BYTE, bg->pixels);	}	else {		printf("SDL could not load image.bmp: %s\n", SDL_GetError());		SDL_Quit();		return 1;	}	// Free the SDL_Surface only if it was successfully created	if (bg) {		SDL_FreeSurface(bg);	}	return 0;}/* function to release/destroy our resources and restoring the old desktop */void Quit( int returnCode ){    delete explosion;    /* clean up the window */    SDL_Quit( );    /* and exit appropriately */    exit( returnCode );}/* function to reset our viewport after a window resize */int resizeWindow(int width, int height){    /* Height / width ration */    GLfloat ratio;    /* Protect against a divide by zero */    if (height == 0)        height = 1;    ratio = (GLfloat)width / (GLfloat)height;    /* Setup our viewport. */    glViewport(0, 0, (GLint)width, (GLint)height);    /* change to the projection matrix and set our viewing volume. */    glMatrixMode(GL_PROJECTION);    glLoadIdentity();    /* Set our perspective */    //gluPerspective( 45.0f, ratio, 0.1f, 200.0f );    glOrtho(0,(GLint)width, (GLint)height, 0, -1, 1);    /* Make sure we're chaning the model view and not the projection */    glMatrixMode(GL_MODELVIEW);    /* Reset The View */    glLoadIdentity();    return(TRUE);}/* function to handle key press events */void handleKeyPress(SDL_keysym *keysym){    switch (keysym->sym)	{        case SDLK_ESCAPE:            /* ESC key was pressed */            Quit(0);        break;        case SDLK_SPACE:            explosion = new Explosion(rand()%SCREEN_WIDTH/1.0+1,rand()%SCREEN_HEIGHT/1.0+1);        break;        default:        break;	}}/* general OpenGL initialization function */int initGL(){    /* Enable smooth shading */    glShadeModel(GL_SMOOTH);    /* Set the background black */    glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );    /* Depth buffer setup */    glClearDepth( 1.0f );    /* Enables Depth Testing */    glDisable(GL_DEPTH_TEST);    /* Enable Blending */    glEnable(GL_BLEND);    /* Type Of Blending To Perform */    glBlendFunc( GL_SRC_ALPHA, GL_ONE );    /* Really Nice Perspective Calculations */    glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );    /* Really Nice Point Smoothing */    glHint( GL_POINT_SMOOTH_HINT, GL_NICEST );    /* Enable Texture Mapping */    glEnable( GL_TEXTURE_2D );	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);    /* Select Our Texture */    /* Reset all the particles */    /*for ( loop = 0; loop < MAX_PARTICLES; loop++ )	{	    int color = ( loop + 1 ) / ( MAX_PARTICLES / 12 );	    float xi, yi, zi;	    xi =  ( float )( ( rand( ) % 50 ) - 26.0f ) * 10.0f;	    yi = zi = ( float )( ( rand( ) % 50 ) - 25.0f ) * 10.0f;	    ResetParticle( loop, color, xi, yi, zi );    }*/    return(TRUE);}/* Here goes our drawing code */int drawGLScene(){    /* These are to calculate our fps */    static GLint T0     = 0;    static GLint Frames = 0;    /* Clear The Screen And The Depth Buffer */    glClear(GL_COLOR_BUFFER_BIT);	//glClearColor(0.0f,0.0f,0.0f,0.0f);	glEnable(GL_TEXTURE_2D);	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);	//glDisable(GL_BLEND);	// Cambio a la matriz de proyeccion	//glMatrixMode(GL_PROJECTION);	// Recupero de la pila, la matriz de proyeccion original	// asi no tengo que volver a indicar a OpenGL como quiero 	// la proyeccion. Sencillamente la restablezco.	//glPopMatrix();	// Cambio de nuevo a la matriz de modelo.	//glMatrixMode(GL_MODELVIEW);	//glTranslatef(0.0,0.0,0.0);	//glColor4f(1.0f,1.0f,1.0f,0.5f);	//glEnable(GL_BLEND);	//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);	glBindTexture(GL_TEXTURE_2D, background);	//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);	//glColor4f(1.0f,1.0f,1.0f,1.0f);	glBegin(GL_QUADS);		// Top-left vertex (corner)		glTexCoord2i(0, 0);		glVertex2i(0, 0);		// Top-right vertex (corner)		glTexCoord2i(1, 0);		glVertex2i(SCREEN_WIDTH, 0);		// Bottom-right vertex (corner)		glTexCoord2i(1, 1);		glVertex2i(SCREEN_WIDTH, SCREEN_HEIGHT);		// Bottom-left vertex (corner)		glTexCoord2i(0, 1);		glVertex2i(0, SCREEN_HEIGHT);	glEnd();	glLoadIdentity();	//glDisable(GL_BLEND);	glDisable(GL_TEXTURE_2D);	glTranslatef(100.0,100.0,0.0);		glColor4f(1.0f,0.0f,0.0f,0.5f);	glBegin(GL_QUADS);		// Top-left vertex (corner)		glTexCoord2i(0, 0);		glVertex2i(0, 0);		// Top-right vertex (corner)		glTexCoord2i(1, 0);		glVertex2i(100, 0);		// Bottom-right vertex (corner)		glTexCoord2i(1, 1);		glVertex2i(100, 100);		// Bottom-left vertex (corner)		glTexCoord2i(0, 1);		glVertex2i(0, 100);	glEnd();	glLoadIdentity();    if(explosion != NULL)    {        if(explosion->isDead())        {            delete explosion;            explosion = NULL;            printf("explosion borrada\n");        }        else            explosion->update();    }    /* Draw it to the screen */    SDL_GL_SwapBuffers();    /* Gather our frames per second */    Frames++;    {        GLint t = SDL_GetTicks();        if (t - T0 >= 5000) {            GLfloat seconds = (t - T0) / 1000.0;            GLfloat fps = Frames / seconds;            printf("%d frames in %g seconds = %g FPS\n", Frames, seconds, fps);            T0 = t;            Frames = 0;        }    }    return( TRUE );}int main( int argc, char **argv ){    /* Flags to pass to SDL_SetVideoMode */    int videoFlags;    /* main loop variable */    int done = FALSE;    /* used to collect events */    SDL_Event event;    /* this holds some info about our display */    const SDL_VideoInfo *videoInfo;    /* whether or not the window is active */    int isActive = TRUE;    /* initialize SDL */    if ( SDL_Init( SDL_INIT_VIDEO ) < 0 )	{	    fprintf( stderr, "Video initialization failed: %s\n",		     SDL_GetError( ) );	    Quit( 1 );	}    /* Fetch the video info */    videoInfo = SDL_GetVideoInfo( );    if ( !videoInfo )	{	    fprintf( stderr, "Video query failed: %s\n",		     SDL_GetError( ) );	    Quit( 1 );	}    /* the flags to pass to SDL_SetVideoMode                            */    videoFlags  = SDL_OPENGL;          /* Enable OpenGL in SDL          */    videoFlags |= SDL_GL_DOUBLEBUFFER; /* Enable double buffering       */    videoFlags |= SDL_HWPALETTE;       /* Store the palette in hardware */    videoFlags |= SDL_RESIZABLE;       /* Enable window resizing        */    /* This checks to see if surfaces can be stored in memory */    if ( videoInfo->hw_available )	videoFlags |= SDL_HWSURFACE;    else	videoFlags |= SDL_SWSURFACE;    /* This checks if hardware blits can be done */    if ( videoInfo->blit_hw )	videoFlags |= SDL_HWACCEL;    /* Sets up OpenGL double buffering */    SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );    /* get a SDL surface */    surface = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP,				videoFlags );    /* Verify there is a surface */    if ( !surface )	{	    fprintf( stderr,  "Video mode set failed: %s\n", SDL_GetError( ) );	    Quit( 1 );	}    /* Enable key repeat */    if ( ( SDL_EnableKeyRepeat( 100, SDL_DEFAULT_REPEAT_INTERVAL ) ) )	{	    fprintf( stderr, "Setting keyboard repeat failed: %s\n",		     SDL_GetError( ) );	    Quit( 1 );	}    /* initialize OpenGL */    if ( initGL( ) == FALSE )	{	    fprintf( stderr, "Could not initialize OpenGL.\n" );	    Quit( 1 );	}    /* Resize the initial window */    resizeWindow( SCREEN_WIDTH, SCREEN_HEIGHT );    //explosion = new Explosion();    explosion = NULL;    srand(time(0));	loadBackground();    /* wait for events */    while ( !done )	{	    /* handle the events in the queue */	    while ( SDL_PollEvent( &event ) )		{		    switch( event.type )			{			case SDL_ACTIVEEVENT:			    /* Something's happend with our focus			     * If we lost focus or we are iconified, we			     * shouldn't draw the screen			     */			    if ( event.active.gain == 0 )					isActive = FALSE;			    else					isActive = TRUE;			    break;			case SDL_VIDEORESIZE:			    /* handle resize event */			    surface = SDL_SetVideoMode( event.resize.w,							event.resize.h,							16, videoFlags );			    if ( !surface )				{				    fprintf( stderr, "Could not get a surface after resize: %s\n", SDL_GetError( ) );				    Quit( 1 );				}			    resizeWindow( event.resize.w, event.resize.h );			    break;			case SDL_KEYDOWN:			    /* handle key presses */			    handleKeyPress( &event.key.keysym );			    break;			case SDL_QUIT:			    /* handle quit requests */			    done = TRUE;			    break;			default:			    break;			}		}	    /* If rainbow coloring is turned on, cycle the colors */	    //if ( rainbow && ( delay > 25 ) )		//col = ( ++col ) % 12;	    /* draw the scene */	    if (isActive)			drawGLScene();	    //delay++;	}    /* clean ourselves up and exit */    Quit(0);    /* Should never get here */    return( 0 );}


Explosion.cpp
#include "Explosion.h"#include <iostream>GLfloat Explosion::colors[MAX_COLORS][3] ={    { 1.0f, 0.45f, 0.0f},    { 0.0f, 0.0f, 0.0f},    { 0.0f, 0.0f, 0.0f},    { 0.0f, 0.0f, 0.0f},    { 0.0f, 0.0f, 0.0f},    { 0.0f, 0.0f, 0.0f},    { 0.0f, 0.0f, 0.0f},    { 0.0f, 0.0f, 0.0f},    { 0.0f, 0.0f, 0.0f},    { 0.0f, 0.0f, 0.0f},    { 0.0f, 0.0f, 0.0f},    { 0.0f, 0.0f, 0.0f},    { 0.0f, 0.0f, 0.0f},    { 0.0f, 0.0f, 0.0f},    { 0.0f, 0.0f, 0.0f},    { 0.0f, 0.0f, 0.0f},    { 0.0f, 0.0f, 0.0f},    { 0.0f, 0.0f, 0.0f},    { 0.0f, 0.0f, 0.0f},    { 0.0f, 0.0f, 0.0f}};/*GLfloat Explosion::colorsRED[MAX_COLORS][3] ={    { 1.0f, 0.0f, 0.0f},    { 0.9f, 0.0f, 0.0f},    { 0.8f, 0.0f, 0.0f},    { 0.7f, 0.0f, 0.0f},    { 0.6f, 0.0f, 0.0f},    { 0.5f, 0.0f, 0.0f},    { 0.4f, 0.0f, 0.0f},    { 0.3f, 0.0f, 0.0f},    { 0.2f, 0.0f, 0.0f},    { 0.1f, 0.0f, 0.0f},    { 0.2f, 0.0f, 0.0f},    { 0.3f, 0.0f, 0.0f},    { 0.4f, 0.0f, 0.0f},    { 0.5f, 0.0f, 0.0f},    { 0.6f, 0.0f, 0.0f},    { 0.7f, 0.0f, 0.0f},    { 0.8f, 0.0f, 0.0f},    { 0.9f, 0.0f, 0.0f},    { 1.0f, 0.0f, 0.0f},    { 0.9f, 0.0f, 0.0f}};*/Explosion::Explosion(double x, double y)//, int size, int numParticles){    this->x = x;    this->y = y;    //this->SIZE = size;    //this->MAX_PARTICLES = numParticles;    slowdown = 0.095f; /* Slow Down Particles */    zoom = -40.0f;    col = 0;    LoadGLTextures();    for(loop = 0; loop < MAX_PARTICLES; loop++)    {       int color = (loop + 1) / (MAX_PARTICLES / MAX_COLORS);       float xi, yi, zi;       xi = (float)((rand() % 50) - 26.0f) * 10.0f;       yi = zi = (float)((rand() % 50) - 25.0f) * 10.0f;       ResetParticle(loop, color, xi, yi, zi);    }	std::cout << ".:EXPLOSION NUEVA:." << std::endl;}Explosion::~Explosion(){    glDeleteTextures(1, &texture[1]);}/* function to load in bitmap as a GL texture */int Explosion::LoadGLTextures(){    /* Status indicator */    int Status = FALSE;    /* Create storage space for the texture */    SDL_Surface *TextureImage[1];    /* Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit */    //if((TextureImage[0] = SDL_LoadBMP("data/particle.bmp")))	if((TextureImage[0] = IMG_Load("images/particle.png")))    {	    /* Set the status to true */	    Status = TRUE;	    /* Create The Texture */	    glGenTextures( 1, &texture[0] );	    /* Typical Texture Generation Using Data From The Bitmap */	    glBindTexture( GL_TEXTURE_2D, texture[0] );	    /* Generate The Texture */	    glTexImage2D( GL_TEXTURE_2D, 0, 3, TextureImage[0]->w,			  TextureImage[0]->h, 0, GL_BGR,			  GL_UNSIGNED_BYTE, TextureImage[0]->pixels );	    /* Linear Filtering */	    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);	    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);    }    /* Free up any memory we may have used */    if(TextureImage[0])	    SDL_FreeSurface(TextureImage[0]);    return Status;}void Explosion::ResetParticle(int num, int color, float xDir, float yDir, float zDir){    /* Make the particels active */    particles[num].active = TRUE;    /* Give the particles life */    particles[num].life = 1.0f;    /* Random Fade Speed */    particles[num].fade = (float)(rand() %100) / 1000.0f + 0.05f;    /* Select Red Rainbow Color */    particles[num].r = colors[<span class="cpp-number">0</span>];<br>    <span class="cpp-comment">/* Select Green Rainbow Color */</span><br>    particles[num].g = colors[<span class="cpp-number">1</span>];<br>    <span class="cpp-comment">/* Select Blue Rainbow Color */</span><br>    particles[num].b = colors[<span class="cpp-number">2</span>];<br>    <span class="cpp-comment">/* Set the position on the X axis */</span><br>    particles[num].x = x;<span class="cpp-comment">//100.0f;</span><br>    <span class="cpp-comment">/* Set the position on the Y axis */</span><br>    particles[num].y = y;<span class="cpp-comment">//100.0f;</span><br>    <span class="cpp-comment">/* Set the position on the Z axis */</span><br>    particles[num].z = <span class="cpp-number">0</span>.0f;<br>    <span class="cpp-comment">/* Random Speed On X Axis */</span><br>    particles[num].xi = xDir;<br>    <span class="cpp-comment">/* Random Speed On Y Axi */</span><br>    particles[num].yi = yDir;<br>    <span class="cpp-comment">/* Random Speed On Z Axis */</span><br>    particles[num].zi = zDir;<br>    <span class="cpp-comment">/* Set Horizontal Pull To Zero */</span><br>    particles[num].xg = <span class="cpp-number">0</span>.0f;<br>    <span class="cpp-comment">/* Set Vertical Pull Downward */</span><br>    particles[num].yg = -<span class="cpp-number">0</span>.8f;<br>    <span class="cpp-comment">/* Set Pull On Z Axis To Zero */</span><br>    particles[num].zg = <span class="cpp-number">0</span>.0f;<br><br>    <span class="cpp-comment">//return;</span><br>}<br><br><span class="cpp-keyword">void</span> Explosion::update()<br>{<br>    <span class="cpp-comment">//glLoadIdentity();</span><br><br>	<span class="cpp-comment">//glTranslatef(0.0,0.0,0.0);</span><br><br>	<span class="cpp-comment">//glEnable(GL_TEXTURE_2D);</span><br>	<span class="cpp-comment">//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);</span><br>	<span class="cpp-comment">//glBindTexture(GL_TEXTURE_2D, texture[0]);</span><br><br>    <span class="cpp-comment">/* Modify each of the particles */</span><br>    <span class="cpp-keyword">for</span>(loop = <span class="cpp-number">0</span>; loop &lt; MAX_PARTICLES; loop++)<br>	{<br>	    <span class="cpp-keyword">if</span>(particles[loop].active)<br>		{<br>		    <span class="cpp-comment">/* Grab Our Particle X Position */</span><br>		    <span class="cpp-keyword">float</span> x = particles[loop].x;<br>		    <span class="cpp-comment">/* Grab Our Particle Y Position */</span><br>		    <span class="cpp-keyword">float</span> y = particles[loop].y;<br>		    <span class="cpp-comment">/* Particle Z Position + Zoom */</span><br>		    <span class="cpp-keyword">float</span> z = <span class="cpp-number">0</span>;<span class="cpp-comment">//particles[loop].z + zoom;</span><br><br>		    <span class="cpp-comment">/* Draw The Particle Using Our RGB Values,<br>		     * Fade The Particle Based On It's Life<br>		     */</span><br><br>			<span class="cpp-comment">//glEnable(GL_BLEND);</span><br><br>			<span class="cpp-comment">//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);</span><br><br>		    glColor4f(particles[loop].r,<br>					  particles[loop].g,<br>					  particles[loop].b,<br>			          particles[loop].life);<br><br>		    <span class="cpp-comment">/* Build Quad From A Triangle Strip */</span><br>		    glBegin( GL_TRIANGLE_STRIP );<br>		      <span class="cpp-comment">/* Top Right */</span><br>		      glTexCoord2d( <span class="cpp-number">1</span>, <span class="cpp-number">1</span> );<br>		      glVertex3f( x + SIZE, y + SIZE, z );<br>		      <span class="cpp-comment">/* Top Left */</span><br>		      glTexCoord2d(<span class="cpp-number">0</span>, <span class="cpp-number">1</span>);<br>		      glVertex3f( x - SIZE, y + SIZE, z );<br>		      <span class="cpp-comment">/* Bottom Right */</span><br>		      glTexCoord2d(<span class="cpp-number">1</span>, <span class="cpp-number">0</span>);<br>		      glVertex3f(x + SIZE, y - SIZE, z);<br>		      <span class="cpp-comment">/* Bottom Left */</span><br>		      glTexCoord2d(<span class="cpp-number">0</span>, <span class="cpp-number">0</span>);<br>		      glVertex3f(x - SIZE, y - SIZE, z);<br>		    glEnd();<br><br>		    <span class="cpp-comment">/* Move On The X Axis By X Speed */</span><br>		    particles[loop].x += particles[loop].xi/(slowdown * <span class="cpp-number">1000</span>);<br>		    <span class="cpp-comment">/* Move On The Y Axis By Y Speed */</span><br>		    particles[loop].y += particles[loop].yi/(slowdown * <span class="cpp-number">1000</span>);<br>		    <span class="cpp-comment">/* Move On The Z Axis By Z Speed */</span><br>		    particles[loop].z += <span class="cpp-number">0</span>;<span class="cpp-comment">//particles[loop].zi /(slowdown * 1000);</span><br><br>		    <span class="cpp-comment">/* Take Pull On X Axis Into Account */</span><br>		    particles[loop].xi += particles[loop].xg;<br>		    <span class="cpp-comment">/* Take Pull On Y Axis Into Account */</span><br>		    particles[loop].yi += particles[loop].yg;<br>		    <span class="cpp-comment">/* Take Pull On Z Axis Into Account */</span><br>		    particles[loop].zi += particles[loop].zg;<br><br>		    <span class="cpp-comment">/* Reduce Particles Life By 'Fade' */</span><br>		    particles[loop].life -= particles[loop].fade;<br>		}<br>	}<span class="cpp-comment">//for</span><br><br>	glLoadIdentity();<br><br>	<span class="cpp-comment">//glEnable(GL_BLEND);</span><br><br>	<span class="cpp-comment">//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);</span><br>}<br><br><span class="cpp-keyword">bool</span> Explosion::isDead()<br>{<br>    <span class="cpp-keyword">for</span> (loop = <span class="cpp-number">0</span>; loop &lt; MAX_PARTICLES; loop++)<br>	{<br>	    <span class="cpp-keyword">if</span> (particles[loop].life &gt; <span class="cpp-number">0</span>)<br>            <span class="cpp-keyword">return</span> <span class="cpp-keyword">false</span>;<br>	}<br><br>	<span class="cpp-keyword">return</span> <span class="cpp-keyword">true</span>;<br>}<br><br><br><br></pre></div><!–ENDSCRIPT–><br><br>Thanks,<br>Regards
please post source code within
[source ]  [ /source]  tags.
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Eugene Alfonso
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