I just got started trying to learn how to code graphics using C++. When compiling a linear interpolation code, the code does not run and sends VC++ to the xmemory file. No errors or warnings given, thus leaving me with nothing to work on. What did I do wrong? I suspect the problem is connected to the way I assign the vectors, yet none of my changes have worked.
Here is the code:
#include "SDL.h"
#include <iostream>
#include <glm/glm.hpp>
#include <vector>
#include "SDLauxiliary.h"
using namespace std;
using glm::vec3;
using std::vector;
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
SDL_Surface* screen;
void Draw();
void Interpolate( float a, float b, vector<float>& result ) {
int i = 0;
for ( float x=a;x < b+1; ++x )
{
result[i] = x;
i = i + 1;
}
}
void InterpolateVec( vec3 a, vec3 b, vector<vec3>& resultvec ) {
int i = 0;
for (int add=0; add < 4; ++add) {
float count1 = (b[add]-a[add])/resultvec.size() + a[add];
float count2 = (b[add]-a[add])/resultvec.size() + a[add];
float count3 = (b[add]-a[add])/resultvec.size() + a[add];
resultvec[i].x = (count1, count2, count3);
resultvec[i].y = (count1, count2, count3);
resultvec[i].z = (count1, count2, count3);
i = i + 1;
}
}
int main( int argc, char* argv[] )
{
vector<float> result(10); // Create a vector width 10 floats
Interpolate(5, 14, result); // Fill it with interpolated values
for( int i=0; i < result.size(); ++i )
cout << result[i] << " "; // Print the result to the terminal
vector<vec3> resultvec( 4 );
vec3 a(1,4,9.2);
vec3 b(4,1,9.8);
InterpolateVec( a, b, resultvec );
for( int i=0; i<resultvec.size(); ++i )
{
cout << "( "
<< resultvec[i].x << ", "
<< resultvec[i].y << ", "
<< resultvec[i].z << " ) ";
}
screen = InitializeSDL( SCREEN_WIDTH, SCREEN_HEIGHT );
while( NoQuitMessageSDL() )
{
Draw();
}
SDL_SaveBMP( screen, "screenshot.bmp" );
return 0;
}
void Draw()
{
for( int y=0; y<SCREEN_HEIGHT; ++y )
{
for( int x=0; x<SCREEN_WIDTH; ++x )
{
vec3 color(1,0,1);
PutPixelSDL( screen, x, y, color );
}
}
if( SDL_MUSTLOCK(screen) )
SDL_UnlockSurface(screen);
SDL_UpdateRect( screen, 0, 0, 0, 0 );
}