Edit: I have stripped out all texturing and normal mapping but the problem still remains
I am trying to draw a chunk of terrain on the screen. The render function looks like this:
void TerrainChunk::Render()
{
std::cout << "Render Me!\n";
glColor3f(0.5f, 0.5f, 0.5f)
glDisable(GL_LIGHTING);
for(int x = 1; x < kChunkSize - 1; x++)
{
for(int z = 1; z < kChunkSize - 1; z++)
{
std::cout << height_map_[x][z] << " ";
glBegin(GL_TRIANGLE_STRIP);
glVertex3f(x, height_map_[x][z], z);
glVertex3f(x+1, height_map_[x+1][z], z);
glVertex3f(x, height_map_[x][z+1], z+1);
glVertex3f(x+1, height_map_[x+1][z+1], z+1);
glEnd();
}
std::cout << std::endl;
}
glEnable(GL_LIGHTING);
}
When the object is created on the stack
TerrainChunk chunk("chunk1.png", "grass.png");
chunk.Init();
it renders perfectly.
When I create it with new
TerrainChunk *chunk = new TerrainChunk("chunk1.png", "grass.png");
chunk->Init();
nothing shows up. In both cases, Render is being called and the correct heightmap is being printed out. I would expect both of these cases to behave identically.
Edit: Here is the Init() code as requested. All it does is load the height map which I've already verified is correct on each call to Render().
void TerrainChunk::Init()
{
std::cout << height_file_ << ", " << texture_file_ << std::endl;
//Load height map
SDL_Surface *temp = IMG_Load(height_file_.c_str());
if(!temp)
{
printf("Failed to load chunk.\n");
exit(-1);
}
Uint32 *pixels = (Uint32 *)temp->pixels;
for(int z = 0; z < kChunkSize; z++)
{
for(int x = 0; x < kChunkSize; x++)
{
Uint8 r, g, b;
SDL_GetRGB(pixels[x + z * temp->w], temp->format, &r, &g, &b);
height_map_[x][z] = g / 12;
}
}
}
When the same object works when created on the stack, but doesn't when created in the heap, or vice versa, more often than not it's because a member is left ununitialized. Heap allocations are zero-initialized, and stack allocations aren't. I recommend running your program under valgrind, it will most likely tell you what's wrong.
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