GL2D + FBGUI AppCrash w/ Image Functions

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IndigoFuzz
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GL2D + FBGUI AppCrash w/ Image Functions

Postby IndigoFuzz » Oct 09, 2017 11:37

Hi folks,

Still getting settled in with FreeBasic after a long time of not touching it, and trying to do a basic test combining the GL2D and FBGUI2 library to load an image, and display it as a sprite.

The reason I am using FBGUI to load the image (Rather than staying within the GL2D boundaries) is because I wish to have the ability to load images from memory.

The code I'm using is;

Code: Select all

' - Dependencies
'#inclib "stdc++"   Required for Squirrel Lib
#include once "inc/FBGL2D7.bas"
#include once "window9.bi"

const SCR_WIDTH = 800
const SCR_HEIGHT = 600

GL2D.ScreenInit( SCR_WIDTH, SCR_HEIGHT )
GL2D.VsyncON()
Paint (0, 0), RGB(64, 128, 255) ' Prime Graphics

var img = Load_Image("data/invader.png")
GL2D.LoadImageToHW(cast(gl2d.image ptr,img))   ' CRASH HAPPENS HERE

do
  GL2D.ClearScreen()
  GL2D.Begin2D()

  GL2D.sprite(0, 0, GL2D.FLIP_NONE, cast(gl2d.image ptr,img))
   
  GL2D.End2D()
  GL2D.LimitFps(60)
  sleep 11,1
  flip
Loop Until Multikey( FB.SC_ESCAPE )


However, upon running the example, the application crashes without any information so that I can debug it.

As a note, creating an image works fine, but as soon as Load_Image is used, it becomes faulty.

I presume there's a memory issue going on, but I am struggling to make heads or tails on how to resolve this as there's no specifics on image data format used within the docs.

Any help would be appreciated :)

Thanks

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