Edit: January 1, 2014 - This topic is no longer relevant. The open source has been updated and the issue fixed.
I just got and successfully compiled the open-source version of DarkGDK. And when I run my game using it instead of the previous released version of libraries, I get several run-time errors. All are stack corruptions. The first is this one:
Run-Time Check Failure #2 - Stack around the variable 'pCheck' was corrupted.
And it is triggered in the midst of executing the dbSetDisplayMode() command. Within the DarkGDK source-code, it the error is triggered when this command is executed:
if(g_Image_RefreshD3D) g_Image_RefreshD3D(iMode);
in the file CGfxC.cpp (line 1115).
The next several times this type of error is triggered is when I call the dbLoadImage() and dbImageExist() commands. The variables pImage and p, respectively, have corrupted stacks.
What's going on here? I have never seen this error before. Any idea how to fix this, or get an earlier version without this stack bug? It's annoying to compile an open-source program only to have it non-functional.
Q: ...you mean computer imagery was still based on the paradigm that the world was flat? Even into the 21st century??? Talk about doing something the hard way!
A: Yep! Back then people would render simple shapes with complex meshes of thousands of flat little triangles. Next to the bottleneck processors they used, it's the main reason why their computers were so slow. In the last days of the religious atmosphere of centralization and trade, corporate dogmas had people believing that flat was faster.