コンパイルは正常ですが、プログラムはこの機能で停止しています。私は勝利のためのバージョンを持っているし、それが正常に機能しますが、私はMac用のバージョンを作成する場合は、この例外を取得:(program get EXC_BAD_ACCESS
int Reconstruct(int rez) { //here is program stopped!!!!static SDL_Surface *projekce; static SDL_Surface *sc; static SDL_Surface *rek;
projekce = SDL_CreateRGBSurface(SDL_SWSURFACE,240,240, 32,0,0,0,0); sc = SDL_CreateRGBSurface(SDL_SWSURFACE, 400, 400, 32, 0, 0, 0, 0); // Create two arrays of unsigned bytes (chars). 4 bytes per pixel (RGBA) unsigned char *pixels[400 * 400 * 4]; unsigned char *pixelsbuf[400 * 400 * 4];
glGenTextures(1, &gl_texture);// generate one texture glBindTexture(GL_TEXTURE_2D, gl_texture);// Set the texture
// Set the texture filters glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
int angle = 0; int snimek = 0; int i, j, k, l;// promene pro cykly
for(i=0;i<88;i++) {
char nazev[25] = "OUT/snimek"; itoa(snimek, CisloSnimku); strcat(nazev,CisloSnimku); strcat(nazev,".bmp"); rek = IMG_Load(nazev); snimek++;
SDL_LockSurface(rek); SDL_LockSurface(projekce);
//zkopiruj radek do snimku = vytvor snimek pro rotaci
for(j=0;j<240;j++) { if(j == 0) PixV1 = 0; else { PixV1 = getpixel(rek,j-1,rez); } if(j == 239) PixV3 = 0; else { PixV3 = getpixel(rek,j+1,rez); } PixV2 = getpixel(rek,j,rez);
SDL_GetRGB(PixV1,rek->format, &R, &G, &B); //Gs1 = ((R * 21) + (G * 61) + (B * 174))/256; //preved do grayscale pro blue Gs1 = ((R * 11) + (G * 174) + (B * 71))/256; //preved do grayscale pro green Gs1 = 255 - Gs1; //invert if (Gs1 < 50) Gs1 = 1; SDL_GetRGB(PixV2,rek->format, &R, &G, &B); //Gs2 = ((R * 21) + (G * 61) + (B * 174))/256; //preved do grayscale pro blue Gs2 = ((R * 11) + (G * 174) + (B * 71))/256; //preved do grayscale pro green Gs2 = 255 - Gs2; //invert if (Gs2 < 50) Gs2 = 1; SDL_GetRGB(PixV3,rek->format, &R, &G, &B); //Gs3 = ((R * 21) + (G * 61) + (B * 174))/256; //preved do grayscale pro blue Gs3 = ((R * 11) + (G * 174) + (B * 71))/256; //preved do grayscale pro green Gs3 = 255 - Gs3; //invert if (Gs3 < 50) Gs3 = 1; //Gs = (Gs1*(1)) + (Gs2*(-4)) + (Gs3*(1)); //convolution GOOD //Gs = (Gs1*(-1)) + (Gs2*(3)) + (Gs3*(-1)); //convolution
for(k=0;k<240;k++) { DrawPixel(projekce, j, k, Gs2, Gs2, Gs2); } }
SDL_UnlockSurface(rek); SDL_UnlockSurface(projekce);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, projekce->w, projekce->h, GL_RGBA, GL_UNSIGNED_BYTE, projekce->pixels);
angle += 360/88;
Atlantis_Display(angle);////////////////////////////////////////////////////////////////////////////
glReadPixels(0, 0, 400, 400, GL_RGBA, GL_UNSIGNED_BYTE, pixelsbuf);
////////////////////////////////////////////////////////////////////////////
SDL_LockSurface(sc); SDL_LockSurface(final);
G1 = 0; G = 0; R = 0; B = 0;
for(l=0;l<400;l++) { memcpy(pixels+(400-l-1)*400*4, pixelsbuf+l*400*4, 400*4); sc->pixels = pixels;
for(j=0;j<400;j++) {
PixelValue = getpixel(sc, j, l); SDL_GetRGB(PixelValue, sc->format, &R, &G, &B); PixelValue = getpixel(final, j, l); SDL_GetRGB(PixelValue, final->format, &R1, &G1, &B1); //pom = ((R/2)+(B/2)+(G*2)); G1 += (G/90); DrawPixel(final, j, l, G1, G1, G1);
} }
SDL_UnlockSurface(SC);
}
チャーフィン[25] = "最終/ FIN"; itoaは(REZ、CisloSnimku); STRCAT(フィン、CisloSnimku); STRCAT(フィン、 "BMP"); SDL_SaveBMP(final、fin); SDL_UnlockSurface(final);
SDL_FreeSurface(final); SDL_FreeSurface(sc); SDL_FreeSurface(projekce); SDL_FreeSurface(rek); SDL_Quit(); return 0; }
あなたのコードを入力してください。それを強調表示し、 "{}"ボタンをクリックしてください。これは他の人々がそれを読むのに役立ちます – BlackBear
問題を示す最小、完全なリストを投稿してください。 – genpfault