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Messages - Afr0

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1
Graphics / PreserveOpenGLStates
« on: March 12, 2012, 09:26:33 pm »
I'm not trying to use SFML with XNA, I'm trying to use SFML and OpenGL instead of XNA!!
I thought it would be easy but SFML is giving me a really hard time. I need to know specifically which states are preserved when calling RenderWindow.PreserveOpenGLStates()

2
Graphics / PreserveOpenGLStates
« on: March 12, 2012, 02:50:34 pm »
Can someone give me a list of states preserved by PreserveOpenGLStates()?
I tried looking this up in the C# documentation, but it wasn't mentioned.
I really want to use SFML for rendering, because I can't figure out how to render the way I need to using XNA, but SFML seems to be doing some weird coordinate system changes that prevents OpenGL rendering from working the way it does in C and C++ (animations are fucked up, and when rendering triangles all seem to be rendered in the same place).
I tried editing the Nehe example in the Tao distribution to ensure that this was in fact a problem with SFML, but the Tao examples all keep crashing my computer (even when I compile as 32bit, as I'm on a 64bit system).

I also tried disabling the states by calling App.PreserveOpenGLStates(false), but that made me unable to render anything at all (except the SFML image).

3
Graphics / Tao memory access violation
« on: March 10, 2012, 07:45:26 pm »
Thanks!

4
Graphics / Tao memory access violation
« on: March 10, 2012, 06:38:27 pm »
I'm not sure my vertex-arrays even have color components... how do I disable 'em?

5
Graphics / Tao memory access violation
« on: March 07, 2012, 05:12:57 pm »
Specifically, the error I'm getting is AccessViolationException;

Code: [Select]
Attempted to read or write protected memory. This is often an indication that other memory is corrupt.

6
Graphics / Tao memory access violation
« on: March 07, 2012, 05:01:34 pm »
Trying to draw with Tao gives me a memory access violation exception!

Code: [Select]
                   unsafe
                    {
                        fixed (Vector3* Ptr = &Sim.BodyMesh.TransformedVertices[0])
                            Gl.glVertexPointer(3, Gl.GL_FLOAT, (int)((int)Marshal.OffsetOf(typeof(Vector3), "m_Y") -
                                (int)Marshal.OffsetOf(typeof(Vector3), "m_X") - sizeof(float)), (IntPtr)Ptr);
                        fixed (Vector2* Ptr = &Sim.BodyMesh.TransformedTexVertices[0])
                            Gl.glTexCoordPointer(2, Gl.GL_FLOAT, (int)((int)Marshal.OffsetOf(typeof(Vector3), "m_X") -
                                (int)Marshal.OffsetOf(typeof(Vector3), "m_Y") - sizeof(float)), (IntPtr)Ptr);
                        Gl.glDrawElements(Gl.GL_TRIANGLES, Sim.BodyMesh.FaceCount * 3, Gl.GL_UNSIGNED_INT,
                            Sim.BodyMesh.FaceIndexes);
                    }


The exception occurs when I'm calling glDrawElements()... does anyone know why?
I was thinking of using OpenTK, but I found a post where Laurent wrote that it was difficult (impossible?) to use it with SFML. :(

Please help!

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