How would I go about allocating and freeing this memory?  I have almost no
experience with memory management :(  (malloc and free?)


Caleb 'Ghoul' Delnay
Project Leader: Kill Or Be Killed
http://www.llamanade.net/kobk/

----- Original Message -----
From: "Alfred" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, December 18, 2002 1:40 AM
Subject: Re: [hlcoders] VGUI Image Problem


> I encountered something similar to this a while back. Make sure you are
> freeing any unused images, there is a limited amount of memory for image
> storage (I think... something like this at least) (there is lots of
> room, but if you keep allocating new images and never free one then it
> quickly adds up).
>
> Cortex wrote:
>
> > Hi,
> >
> > The first thing I had to suggest is to delete/re-set all the images
> > you need
> > every time a thing needs to change... It's a quite brute method, but for
> > testing, it could be a good thing (you can try to draw a pict in the
> > middle
> > of the screen to test).
> >
> > Anyway, your HUD looks pretty cool :)
> >
> >       - Cortex : HL ALBATOR coder & mapper
> >       - [EMAIL PROTECTED] & ICQ : 71548738
> >
> > Caleb 'Ghoul' Delnay wrote:
> >
> > >This is a multi-part message in MIME format.
> > >--
> > >[ Picked text/plain from multipart/alternative ]
> > >I've recently finished my VGUI HUD.  The last thing I added in was a
> > >VGUI version of the ammo history (displays items you pick up on the
> > >right).  This all works fine and dandy no problems..  at least not at
> > >first.  The whole HUD uses a considerable amount of images, 1 for
> > >ammo (changed using setImage when you switch weapons), 12 for the
> > >history (changed again using setImage), 2 for the armor and health,
> > >and like 16 for each weapon.
> > >
> > >The HUD works perfectly without a flaw, at least for the first part.
> > >As the game progresses and I pick up more and more items, suddenly
> > >the wierdest happens.  All the images that aren't completely static
> > >(ammo, history, weapons) vanish.  They refuse to be drawn, while the
> > >armor and health images always stay perfectly fine.  This completely
> > >boggles me and leads me to almost think a VGUI image can only be
> > >changed so many times with setImage before it causes "choas"?
> > >Perhaps some pictures will help.
> > >
> > >Here is the HUD normally, all working correctly.
> > >
> > >http://www.llamanade.net/ghoul/pictures/error/vgui_image_bug0.jpg
> > >
> > >Normally if I had recently picked something up it would appear on the
> > >right side like it should, but in when this picture was taken I had
> > >not picked anything up, so of course there is no image.  Also, the
> > >browser for the weapons is not open, so nothing there.  Now, the
> > >bugged picture.
> > >
> > >http://www.llamanade.net/ghoul/pictures/error/vgui_image_bug1.jpg
> > >
> > >So then, now as you can see everything that isn't static is gone.  I
> > >had just picked up some trip mines and they of course didn't show up
> > >in the history.  In the weapon selector no images are present, at the
> > >bottom the primary ammo isn't present.  The secondary is because only
> > >2 weapons use secondary ammo, and they are handled differently.  The
> > >health and armor are there still of course because they aren't
> > >modified ever ingame.
> > >
> > >The only thing I can think of for such behavior is some wierd bug
> > >with changing images (setImage and setPos).  Either that or I'm just
> > >completely missing something.  :(
> > >
> > >If anyone has any ideas, please respond.  :)
> > >
> > >Caleb 'Ghoul' Delnay
> > >Project Leader: Kill Or Be Killed
> > >http://www.llamanade.net/kobk/
> >
> >
> >
> > _______________________________________________
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> > please visit:
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>
>
> --
> Alfred Reynolds
> [EMAIL PROTECTED]
>
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