VortexCortex
Newbie

Posts: 6
Registered: 08-06 |
I'm a nice guy... I try to say things nicely, and I'm not usually an ass, but you didn't take the hint the first time. You just happened to catch me on a bad day, and I'm pissed, so fuck you man... It's your code Graf. I would have helped you if you wouldn't have been a stuck up pompous ass about things, but that's not the case. Go Fix Your C++ Code before you even start to worry about the OpenGL implementation. You obviously don't even understand proper memory management.
Because I am a nice guy, I'll give you a clue.
When you allocate memory like this:
BYTE * foo = new BYTE[numBytes];
You MUST de-allocate it like this: delete [] foo;
NOT Like this: delete foo;
This is C++ 101, day 2, Dynamic Memory Basics...
Graf Zahl said:
... and for no other reason that I don't have one. I simply can't [ take accountability for my fucked up code, or listen to the suggestions and complaints of others, or even actually run basic tests on my own code ], especially if their drivers refuse to handle [ my totally fucked up and untested code that leaks memory like a sieve despite all of my nieve attempts at ] code optimization I added [ despite the fact that my C++ code is utterly fucked up regardless of the OpenGL implementation ]. There's 3 or 4 special cases in the code that revert to less efficient methods on ATI because the good ones just don't work - and [ I Have No Idea why, because honestly, I didn't test shit, but I say I do all the time. I can't even figure out how to use the debug build of the OpenGL Reference Renderer help me find my bugs! Besides, the strict ATI drivers won't let me get away with this shit, while the more lenient Nvidia driver ] provides an easy 20% speed increase on NVidia.
Remember, I asked for development help countless times but absolutely nobody came forward so far so please don't complain [ I' too stuck up to Care! ]. This is just a hobby project and I sure won't invest any real money [ or even three seconds to type
"valgrind ./gzdoom > allYourMemLeaksAreBelongToGZDoom.txt"
and find out where my real problems are ].
[] Fixed that for you.
Even more pathetic is that closed the thread instead of continuing the discussion. Which quite lowered my opinion of him and made him look more like a jerk who just wanted to bitch.
Yeah, I closed it because it was just you spreading more of your ATI FUD (fear uncertainty and doubt). I told you to PM me or any other dev / admin if you wanted to unlock it and discuss it further.
It doesn't take a rocket scientist to figure out that you're just pissing into the wind, with a blind fold on, saying "I Can't Hear You!" while all of your users are crying out, "Please Stop Pissing On Us Graf!"
I'm honestly a nice guy, but I can only put up with so much bullshit before I snap. You're a dick to me, and everyone else. I hope someday you learn to listen to your users (Like I Do).
For the record: I plan on adding my own MIT licensed (open & closed source compatible) OpenGL renderer to the Doom community, but honestly, the fastest route would be for us to just grab someone else's renderer that's already done, and doesn't leak memory like a sieve...
Valgrind Output: http://pastebin.org/149787
USE VALGRIND! WHAT THE FUCK ARE YOU ON MAN?!?!
Like I said, I'm a nice guy... So, I'm sorry if I offended you, but there's obviously no way else to reason with you.
Until those memory leaks are fixed, you can only guess at what the real problems are. (Any C++ coders out there will immediately realize that I've just done the nicest thing in the whole world: Shown him where his bugs are!)
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