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Author Topic: Chain of transformation, how to?  (Read 6806 times)

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Laurent

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Chain of transformation, how to?
« Reply #15 on: January 02, 2011, 11:13:25 pm »
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Should I expect some troubles between my SpriteExt and base SFMP-API ?

Yes: you can't write it :lol:

If you do it 100% with OpenGL, you won't be able to use the sfml-graphics internal stuff (render windows, views, shaders, etc.) It won't be integrated at all like SFML drawables.

If you want to integrate it to SFML you have to inherit from sf::Drawable, but this class already implements what you want to get rid of.
Laurent Gomila - SFML developer

kkray

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Chain of transformation, how to?
« Reply #16 on: January 02, 2011, 11:24:49 pm »
Hm.... I was going to inherit my class from sf::Drawable :)
In any case, I am going to try :)

Laurent

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Chain of transformation, how to?
« Reply #17 on: January 02, 2011, 11:31:48 pm »
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Hm.... I was going to inherit my class from sf::Drawable

Doesn't make sense. You'll get all the transformation setters/getters that you want to avoid, and it will be applied automatically, you can't replace it with your own transform system.
Laurent Gomila - SFML developer

kkray

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Chain of transformation, how to?
« Reply #18 on: January 02, 2011, 11:38:06 pm »
Oh noooo... :'(
What should I do?
I realy, realy need chain of transformations for sprites.

kkray

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Chain of transformation, how to?
« Reply #19 on: January 02, 2011, 11:40:16 pm »
I want sf::Sprite::SetMatrix :D

Laurent

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Chain of transformation, how to?
« Reply #20 on: January 03, 2011, 08:44:00 am »
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I realy, realy need chain of transformations for sprites.

If you wait a little bit, it should be available soon in SFML 2.
Laurent Gomila - SFML developer

kkray

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Chain of transformation, how to?
« Reply #21 on: January 03, 2011, 05:01:52 pm »
Oh, it's great! How soon? :)

Laurent

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Chain of transformation, how to?
« Reply #22 on: January 03, 2011, 07:05:46 pm »
Don't know... maybe never 8)
Laurent Gomila - SFML developer

 

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