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Messages - BaneTrapper

Pages: 1 ... 13 14 [15]
211
Graphics / c++ sfml. Text displayed as blurry
« on: November 11, 2012, 07:23:14 pm »
Hello.
I am hawing issues when drawing sf::Text onto screen. It is blurry in some cases!
The font on its own is not blurry at.
//TAKE NOTE When i changed the font, the problem remains

The problem occurs when text is some specified sizes.

Here are two examples: /* The "Height is" where the problem is if you don't see */
Image 1
http://postimage.org/image/6t4oj5a2h/
Image 2
http://postimage.org/image/98rr1cg51/

The code to images

//TAKE NOTE that the copy paste added errors where the '&;' sign is, it added ";amp;" for some reason
Quote
// The sequence the code goes is
objOptions.SetupOptions(*objApp);
objOptions.UpdateOptions(*objApp);
while( theGame == true )
{
        objOptions.DrawOptions(objWindow.Screen);
}

//The Actual code

void Options::SetupOptions(Application& objApp)
{
        recWindowInfo.setPosition(50.f, 50.f);
        recWindowInfo.setSize(sf::Vector2f(300.f, 150.f));
        recWindowInfo.setFillColor(sf::Color(150, 120, 200));
        recWindowInfo.setOutlineColor(sf::Color::Black);
        recWindowInfo.setOutlineThickness(1.f);
        txtWindowInfo.setCharacterSize(48);
        txtWindowInfo.setColor(sf::Color::White);
        txtWindowInfo.setFont(objApp.objFonts.Font1);
        txtWindowInfo.setString("Window size");
        objApp.objFunctions.CentertxtinrecTop(txtWindowInfo, recWindowInfo);
        txtWindowLine1.setCharacterSize(48);
        txtWindowLine1.setColor(sf::Color::White);
        txtWindowLine1.setFont(objApp.objFonts.Font1);
        txtWindowLine2.setCharacterSize(48);
        txtWindowLine2.setColor(sf::Color::White);
        txtWindowLine2.setFont(objApp.objFonts.Font1);
}
void Options::UpdateOptions(Application& objApp)
{
        std::stringstream conv;
        conv << "Width is " << objApp.objWindow.VidMod.width;
        txtWindowLine1.setString(conv.str());
        conv.clear();
        conv.str(std::string());
        conv << "Height " << objApp.objWindow.VidMod.height;
        txtWindowLine2.setString(conv.str());
        objApp.objFunctions.Centertxtinrec(txtWindowLine1, recWindowInfo);
        objApp.objFunctions.CentertxtinrecBot(txtWindowLine2, recWindowInfo);
}
void Options::DrawOptions(sf::RenderWindow& Screen)
{
        Screen.draw(recWindowInfo);
        Screen.draw(txtWindowInfo);
        Screen.draw(txtWindowLine1);
        Screen.draw(txtWindowLine2);
}
//Functions for centering the text
void Functions::Centertxtinrec(sf::Text& txt, sf::RectangleShape&; rec)
{
        txt.setPosition(rec.getPosition().x + rec.getSize().x / 2 - txt.getGlobalBounds().width / 2 - txt.getGlobalBounds().left / 2,
                                        rec.getPosition().y + rec.getSize().y / 2 - txt.getGlobalBounds().height / 2 - txt.getGlobalBounds().top / 2);
}
//Top
void Functions::CentertxtinrecTop(sf::Text& txt, sf::RectangleShape& rec)
{
        txt.setPosition(rec.getPosition().x + rec.getSize().x / 2 - txt.getGlobalBounds().width / 2 - txt.getGlobalBounds().left,
                                        rec.getPosition().y - txt.getGlobalBounds().top);
}
//Bot
void Functions::CentertxtinrecBot(sf::Text& txt, sf::RectangleShape& rec)
{
        txt.setPosition(rec.getPosition().x + rec.getSize().x / 2 - txt.getGlobalBounds().width / 2 - txt.getGlobalBounds().left,
                                        rec.getPosition().y + rec.getSize().y - txt.getGlobalBounds().height - txt.getGlobalBounds().top);
}

212
General / Re: How to free sf::Texture during runtime
« on: October 29, 2012, 07:06:32 pm »
That's what i am doing at the moment,

What i was asking, is there a function to clear it and keep the object.
"I don't know how to make a code box"
int main
{
sf::Texture a;
a.loadFromFile("somefile.png");
//Something happens
//Unload the image somehow
//Something happens
//Load the image again
}

I am currently loading it intro std::vector and freeing it when i don't need it.

The challenge is to make it as least memory requiring as possible.

213
General / How to free sf::Texture during runtime
« on: October 29, 2012, 03:51:45 pm »
Hello.
I am making a game, and at main menu i have allot of images, and i am wondering how to "free / empty" them to improve performance during game, i will reload them once menu is up.

I thought about reloading 1x1 image, that would work.
But id really prefer to empty it somehow.
What are ways to do this?

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