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Topics - slotdev

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46
Graphics / RenderTexture problem when using a View
« on: December 01, 2011, 06:18:21 pm »
Hi

We're rendering some stuff offscreen, which is then drawn to our RenderWindow, every frame.

We have a View setup to rotate the screen (as regulars on this forum may remember...). The strange thing is, the stuff we drew offscreen is just garbage/absent when running with the View enabled. When the View is disabled, it's fine.

Any ideas??!

Thanks
Ed

47
Graphics / New SFML rendering API
« on: November 24, 2011, 06:35:46 pm »
Hello

Can anyone tell me what is happening with the new API stuff - how finished is it, etc? When is a sensible time to implement it in our games?

Thanks

48
Graphics / Text displayed at massive scale
« on: November 11, 2011, 12:41:15 pm »
I have a std::map of objects which contain an sf::Font and sf::Text instance.

When I display a string, the very first time it is displayed, it's displayed on a massive scale and corrupts the rest of the window. I have debugged it and can see nothing wrong. All data in the sf::Text object is exactly correct (i.e. the scale is not some crazy value).

There appears to be some other garbage displayed at the same time, a portion of which I can see in the top left of my window.

Has anyone else seen this?

49
Window / Adjusting resolution
« on: November 04, 2011, 02:42:24 pm »
Hi

I have a game which opens a window like this:

Code: [Select]

window1(RenderWindow(sf::VideoMode(1280,1024,32),"Window1",sf::Style::None));


Later, I re-size the window to fit the actual dimensions of the size I want (so all my graphics are done to 1280x1024@32bpp, but I might want a window of whatever size, maybe 50% size, etc).

Code: [Select]
window1.SetSize(scr1Data.right,scr1Data.bottom);
window1.SetPosition(scr1Data.left,scr1Data.top);


My problem is that I have systems where the default resolution is, for example, 800x600, but the hardware will support 1280x1024, no problem. When I try to open a window, all I get is an empty, black, window.

So how do I adjust the OS resolution (if I even need to?!) so that my window opens correctly and the program works?

Thanks

50
Window / sf::View problem
« on: October 22, 2011, 03:28:56 pm »
Another topic...can you tell we're busy in development? :D

I'm trying to use the sf::View to rotate what's drawn on the target. Here's my code:

Code: [Select]

window1View.Reset(sf::FloatRect(0,0,scrH,scrW));
window1View.SetViewport(sf::FloatRect(0,0,1,1));
window1View.SetCenter((FLOAT)(scrW/2),(FLOAT)(scrH/2));
window1View.Rotate(scrOrt);
window1.SetView(window1View);


The view is correctly rotated to the angle I pass to Rotate, but for some reason everything is drawn too big. Why would this be?

Thanks

51
General / SFML run-time libraries
« on: October 21, 2011, 04:46:00 pm »
Hi (Laurent!)

I have been chasing mem leaks in my program, and in doing so I want to fix this message I get when compiling my app:

defaultlib "LIBCMT" conflicts with use of other libs; use /NODEFAULTLIB:library

This is caused by having different run-time library types in one or more parts of my program (http://msdn.microsoft.com/en-us/library/Aa267384).
I checked all libraries in use, and they all compile with /MTd for a debug build, and /MT for release.

When you follow those instructions on that MSDN page, you get this:

Code: [Select]
1>sfml-audio-s-d.lib(AudioDevice.obj) : error LNK2001: unresolved external symbol ___security_cookie
1>libcpmtd.lib(syserror.obj) : error LNK2001: unresolved external symbol ___security_cookie
1>libcpmtd.lib(locale0.obj) : error LNK2019: unresolved external symbol ___security_cookie referenced in function __ehhandler$?_Facet_Register@facet@locale@std@@CAXPAV123@@Z
1>libcpmtd.lib(xmbtowc.obj) : error LNK2001: unresolved external symbol ___security_cookie
1>sfml-audio-s-d.lib(SoundBuffer.obj) : error LNK2001: unresolved external symbol ___security_cookie
1>sfml-audio-s-d.lib(SoundSource.obj) : error LNK2001: unresolved external symbol ___security_cookie


For every object file in every SFML library.

Any ideas??

52
Window / SFML2 not working on GeForce
« on: October 20, 2011, 12:20:57 pm »
Hi Guys (and girls?)

I have a problem. I am developing for a new platform which has a GeForce 4MX video chipset (like a info kiosk kind of machine).

When I try and run an SFML application, the program runs, but the windows are not visible. You can Alt+Tab and see the window(s) icon, but when selected, they do not appear.

The system is running XP Embedded with opengl32.dll version 5.1.2600.2180

I have another kiosk system with the same version of XP Embedded (and OpenGL dll), but uses an ATI Radeon video card instead, and that all works fine.

I downloaded an OpenGL benchmarking app which runs fine, also, so I guess the problem is in SFML somewhere :(

Any ideas??

Thanks
Ed

53
Graphics / Fading a sprite
« on: October 18, 2011, 06:07:05 pm »
Hello

Forgive the stupid question but how do you fade a sprite? I just want to be able to adjust the level of alpha (I think).

Thanks
Ed

54
Graphics / Rotating every frame?
« on: October 14, 2011, 06:40:56 pm »
Hi

I am working on a game that has to play on a 1360x768 monitor, which is physically rotated 90 degrees (so it's 768x1360, and the "top left" pixel is actually in the bottom left...). Of course, my game framework is set up for normal orientation...

Is there any way we can draw a frame as normal, but then rotate it automatically, without killing the CPU??

Thanks
Ed

55
Graphics / Wierd debug link error
« on: October 04, 2011, 10:05:00 am »
Hi Folks

I've written an SFML game framework, which I've given to other people in my dev team. I've compiled the SFML libs and zipped up the resulting folders, source code and all, and on linking a debug version, this is what I get:

1>Linking...
1>LINK : warning LNK4098: defaultlib 'LIBCMT' conflicts with use of other libs; use /NODEFAULTLIB:library
1>sfml-graphics-s-d.lib(jmemnobs.obj) : fatal error LNK1103: debugging information corrupt; recompile module

Release mode works fine. We're all using VS2005.

Any ideas?

56
Graphics / Generating a sprite sheet
« on: September 08, 2011, 06:46:57 pm »
Hi Folks

I am being lazy but has anyone wrote an app to create a sprite sheet from a series of separate files? i.e. load each file, place on the sprite sheet, then save the sprite sheet?

If they're all the same size image, it's easy, but has anyone done this for different sized images?

Thanks

57
Graphics / SFML2: myMutex crash
« on: August 24, 2011, 11:01:38 pm »
Hi

I'm getting a 0xC0000005 crash when my sf::Font stuff is being destroyed at the end of the program.

In wglcontext.cpp, WglContext::CreateContext
Code: [Select]

      if (sharedContext)
        {
            // wglShareLists doesn't seem to be thread-safe
            static Mutex mutex;
            Lock lock(mutex); // CRASHES IN HERE

            if (!wglShareLists(sharedContext, myContext))
                Err() << "Failed to share the OpenGL context" << std::endl;
        }


myMutex contains:
-      myMutex   {DebugInfo=0xfeeefeee LockCount=-17891602 RecursionCount=-17891602 ...}   _RTL_CRITICAL_SECTION
+      DebugInfo   0xfeeefeee {Type=??? CreatorBackTraceIndex=??? CriticalSection=??? ...}   _RTL_CRITICAL_SECTION_DEBUG *
      LockCount   -17891602   long
      RecursionCount   -17891602   long
      OwningThread   0xfeeefeee   void *
      LockSemaphore   0xfeeefeee   void *
      SpinCount   4277075694   unsigned long

The 0xFEEEFEEE is, if I'm not mistaken, Microsoft's way of marking heap memory that has been deallocated.

Any ideas? I can easily replicate the problem but I can't easily remove portions to code to post here :(

Thanks

58
General / Recompiled SFML and kaboom
« on: August 23, 2011, 05:32:18 pm »
I get hundreds of errors like this:

1>TextManager.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: __thiscall sf::Clock::Clock(void)" (__imp_??0Clock@sf@@QAE@XZ)

1>Platform.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: void __thiscall sf::Clock::Reset(void)" (__imp_?Reset@Clock@sf@@QAEXXZ)

1>Anim.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: virtual __thiscall sf::Sprite::~Sprite(void)" (__imp_??1Sprite@sf@@UAE@XZ)

VS2005, debug build. The release version compiles fine. CMAKE and then VS created all lib files -s-d version, seemingly OK.

What have I done wrong??

59
Network / SFML app phone-home!
« on: August 09, 2011, 12:12:20 pm »
This is a bit odd. We have PC systems out in the field that may or may not be connected to the internet.

I'd like to implement something so that when they are connected, and my app is run, it simply sends a string of data to a server here, from which I can check how many times they have run the app that day, just a kind of "phone home" check.

Clearly we have a fixed IP address, but network stuff is currently something I know nothing about.

Does anyone have any ideas how I can do this?

Cheers

60
General / SFML 2.0 linker error
« on: July 29, 2011, 11:22:43 am »
Hi

I've put my game framework into a static lib, and use that library alongside game-specific files (to hide the stuff that never changes between each game).

However on linking, I have the following error:

Code: [Select]
1>Linking...
1>sfml-main-d.lib(SFML_Main.obj) : error LNK2019: unresolved external symbol _main referenced in function _WinMain@16


Any ideas? The static lib compiles fine, but the actual game program doesn't :(

Thanks

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