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Messages - roccio

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31
Graphics / Re: Dashed lines
« on: October 07, 2016, 04:19:54 pm »
Here it is

---   ---   ---   ---

More in attach

32
Graphics / Dashed lines
« on: October 07, 2016, 03:14:10 pm »
Hello, I need to draw some dashed lines, what do you think is the best way?

33
General / Re: need to load DDS image
« on: August 16, 2016, 05:23:54 pm »
I need on the fly.

34
General / need to load DDS image
« on: August 16, 2016, 02:57:29 pm »
Hello, I read that sfml does not support DDS texture loading, and that make sense to me, but I need to load a DXT1 compressed texture. Does anyone know how can I decompress the image and set the pixels for a sf::Texture?

35
SFML projects / Re: Chess
« on: August 10, 2016, 02:13:35 pm »
I think that for the first part of the game you could use a "opening library" of moves, then go to full algorithm playing.

36
SFML projects / Re: Selba Ward
« on: January 08, 2016, 09:21:03 am »
Polylines have already implemented as Spline. However, giving the spline a thickness has not (yet) been implemented.

Polylines are much more than lines with thickness. They have also the connection between lines and could have also a texture.

Anyway your library is growing better and better.

37
SFML projects / Re: Selba Ward
« on: January 07, 2016, 12:15:53 pm »
Awesome work!
It would be great to have also polylines


38
Graphics / Re: Question for best performance
« on: December 23, 2015, 12:25:12 pm »
Thanks all.
But the real question is:

is better to have few big sprites or many little ones?

39
Graphics / Re: Question for best performance
« on: December 14, 2015, 09:53:59 am »
Ok, I will go in the split way. Thank you very much!

40
Graphics / Question for best performance
« on: December 14, 2015, 09:33:45 am »
Hello, I have a big texture (up tp 4096 or 8192) that is the background of my game. I would like to know what is better to render, one big rect with the same size of the texture, or a rect large as the game window and scrolling the textureRect, or split it in several tiles everyone mapped with the corrects coordinates inside the big texture.

Thank you for your advise!

41
Graphics / Re: RGB texture
« on: November 05, 2015, 01:40:01 pm »
I use your default functions to create and update the texture. I can not disable alpha blending becouse I want the black parts ot if to be transparent.

42
Graphics / Re: RGB texture
« on: November 05, 2015, 10:55:33 am »
You are right, but I've seen that the crreation is good, and so is the update. The only thing is that in update the alpha channel is set to 0. So my only problem is restricted to drawing.

43
Graphics / Re: RGB texture
« on: November 05, 2015, 10:31:40 am »
I was thinking to use RenderStates fragment shader.
What I have is a sf::Texture and a Rectangle shape to render.

I will try something like this:

const char* frag = "sampler2D texture; void main(void) {vec4 color=texture2D(texture, gl_TexCoord[0].st); gl_FragColor = vec4(color.rgb, 1.0); }"

....

sf::Shader shader;
shader.loadFromMemory(frag, sf::Shader::Fragment);

...

// draw function
sf::RenderStates state;
state.texture = m_shape.getTexture();
state.shader = &shader;
window.draw(m_shape, state);


Is this a good solution? At my first try it doen't work..

44
Feature requests / Re: Multi monitor
« on: November 04, 2015, 02:55:55 pm »
 ;)
Good, hope to get it soon!

45
Feature requests / Re: Multi monitor
« on: November 04, 2015, 02:47:11 pm »
I've read that post, but I would like to know if this feature will be released as official.
Maybe I am lost in traslation.. :P

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