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Bug #764: Draw_Custom strange behavior
Product:
TV3D SDK 6.5
Language:
C++
Current State:
Closed
Resolution:
Fixed
Created On:
September 6th, 2007
Last Modified:
September 28th, 2007
Reported By:
Dewitt
I'm seeing some strange behavior with CTVScreen2DImmediate::Draw_Custom. I can't get it to draw anything to the screen unless I precede the Draw_Custom call with a Draw_Line call.

If I call it like this it works:

screen2D->Draw_Line(0, 0, 0, 0, 0, 0);
screen2D->Draw_Custom(-1, cTV_TRIANGLESTRIP, vertices, nPoints);

If I comment out the Draw_Line it doesn't work.

I am setting all of the data in vertices (cTV_CUSTOM2DVERTEX array) to 0 except x,y,and color.

My engine has a lot of calls to draw lines, boxes, ellipses that could be before or after this code. I use a single pair of Action_Begin2D() / End2D() calls for each window.

Comments:

Posted by Dewitt on September 8th, 2007 at 6:00 PM
Also when I call Draw_Custom with more than about 350 vertices, it doesn't draw and I get heap corruption.
Posted by SylvainTV on September 24th, 2007 at 2:33 AM
The weird Draw Custom is fixed.

However you can't still not render 350 vertices at the same time. Working on a solution for this. The workaround is of course to divide the rendering in several Draw_Custom calls.
Posted by SylvainTV on September 28th, 2007 at 5:11 PM
OK Now fixed even the +350 vertices stuff.
It's now dividing the list intenally.