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Graphics / Anti-aliasing, not working correctly
« on: October 03, 2009, 08:17:41 pm »Quote from: "Laurent"
Hum... did you notice that I'm not developing SFML just for you?
Well of you're course not, you asked me why I felt that smoothing set to true by default is annoying and i explained. I dont expect you to change it for me, i could do that myself if i could be bothered.
Quote
No. Can you show me a piece of code that reproduces this bug, so that I can try myself?
Code: [Select]
INT WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, INT nShowCmd )
{
sf::RenderWindow Window( sf::VideoMode( 800, 600, 32 ), "Slow Start Application" );
sf::Shape Rectangle = sf::Shape::Rectangle( 0, 0, 200, 100, sf::Color( 255, 50, 50 ) );
Rectangle.SetCenter( 100, 50 );
Rectangle.Move( Window.GetWidth( ) / 2, Window.GetHeight( ) / 2 );
sf::Event Event;
while ( Window.IsOpened( ) )
{
while ( Window.GetEvent( Event ) )
{
if ( Event.Type == sf::Event::Closed )
Window.Close( );
if ( Event.Type == sf::Event::KeyPressed && Event.Key.Code == sf::Key::Escape )
Window.Close( );
}
Window.Clear( );
Rectangle.Rotate( 0.1f );
Window.Draw( Rectangle );
Window.Display( );
}
}
Yeah so, when you run this piece of code, the rectangle rotates slowly for half a second, and then picks up speed and everything runs normally, as ive said its not a major problem (its only a slight speed increase in this demo) but it is there, and it may just be my computer, but I never noticed this while working with DirectX and GDI/GDI+. The problem is more apparent in my Bouncing Ball Demo whiped up yesterday to test SFML but maybe because theres more than one sprite in that demo.