Drawing lines
Last day I made a quick hack to draw text and lines with DirectDraw as I have started to work on a new game. I use the GDI function, I think it is DrawLine or something. It works for a while, but then it doesn't work to draw lines anymore. The whole thing starts when I'm moving the mouse or pressing any keys for a while. It seams to be something with the messageloop but I can't track it. I'm using the function every frame, because I erase the backbuffer every frame. I'm drawing text with TextOut the same way, but that works perfect. What am I doing wrong????????
Edited by - Digger on 2/1/00 7:58:30 AM
It''s hard to tell without actually looking at the code, but here''s a couple of possible problems that can crop up using GDI:
- You''re creating a compatible device context but never deleting it
- You''re creating an HBRUSH, HBITMAP, HICON, or something similar in your drawing function but never deselecting and deleting it
-fel
- You''re creating a compatible device context but never deleting it
- You''re creating an HBRUSH, HBITMAP, HICON, or something similar in your drawing function but never deselecting and deleting it
-fel
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//***********************//** Normal line://***********************void Prim::Line(int x0, int y0, int x1, int y1){ // Theory: add Dy / Dx to y after every loop double dy = y1 - y0; double dx = x1 - x0; double m; if(dy < dx) { m = dy / dx; double y = y0; for(int x = x0; x <= x1; x++) { Dest[(int)(((int)y * Pitch) + (x*3))] = (unsigned char) 255; y += m; } } else { double x = x0; m = dx / dy; for(int y = y0; y <= y1; y++) { Dest[(int)((y * Pitch) + ((int)x * 3))] = (unsigned char) 255; x += m; } }}//*********************//** End normal line//*********************//*********************//** Midpoint algorithm//*********************void Prim::MidPointLine(int x0, int y0, int x1, int y1){ int x, y; int dx = x1 - x0; if(dx > 0) { x = x0; } else { dx = -dx; x = x0; } int dy = y1 - y0; //int x = x0; y = y0; int d, IncrE, IncrNE; Dest[(y * Pitch) + (x*3)] = 255; if(dy < dx) { d = 2 * dy - dx; IncrE = 2 * dy; IncrNE = 2 * (dy - dx); while(x < x1) { if(d <= 0) { d+= IncrE; x++; } else { d+=IncrNE; x++; y++; } Dest[(y * Pitch) + (x*3)] = 255; } } else { d = 2 * dx - dy; IncrE = 2 * dx; IncrNE = 2 * (dx - dy); while(y < y1) { if(d <= 0) { d+= IncrE; y++; } else { d+=IncrNE; x++; y++; } Dest[(y * Pitch) + (x*3)] = 255; } }}//***********************//** End Midpoint algorithme//***********************//***********************//** Bresenham''s algorithme//***********************void Prim::BressenhamLine(int x0, int y0, int x1, int y1){ int XUnit, YUnit, Offset = y0 * Pitch + (x0*3); int dy = y1 - y0; if(dy < 0) { dy = -dy; YUnit = -Pitch; } else YUnit = Pitch; int dx = x1 - x0; if(dx < 0) { dx = -dx; XUnit = -3; } else XUnit = 3; int ErrorTerm = 0; if(dx > dy) { for(int i = 0; i <= dx; i++) { Dest[Offset] = 255; Dest[Offset+1] = 0; Dest[Offset+2] = 0; Offset += XUnit; ErrorTerm += dy; while(ErrorTerm > dx) { ErrorTerm -= dx; Offset += YUnit; } } } else { for(int i = 0; i <= dy; i++) { Dest[Offset] = 255; Dest[Offset+1] = 0; Dest[Offset+2] = 0; Offset += YUnit; ErrorTerm += dx; while(ErrorTerm > 0) { ErrorTerm -= dy; Offset += XUnit; } } }}//************************//** End Bresenham''s algorithm//************************[/CODE}I know it''s bressenhma, but wrote this code some time ago, and can''t seem to find the time to change it with some enhancements I came up with......
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