SFML community forums
Help => General => Topic started by: dave_ottley on December 15, 2012, 01:40:41 pm
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Hello,
I have successfully recompiled the SFML 1.6 libraries, but have been unable to get build.bat to work correctly. It simply crashes g++ a number of times, followed by crashing code::blocks a number of times. I am working in Windows 7 with Code::Blocks 12, and MinGW with GCC 4.7.1. Does anyone else have this problem?
-Dave Ottley
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Use SFML 2, it has a much better build system.
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Laurent,
Thank you and I appreciate all your help. You have a wonderful framework. The reason I chose to go with 1.6 was for the tutorial content and for the collective online wisdom to draw from (it even says to do so in your tutorials). I will eventually move over to 2.0, but would not like to have to reverse the work I have done building an engine around 1.6 for now.
Off-topic: Is there a way to do resolution-independent rendering in SFML? Or are all render coordinates always pixel coordinates? I want my game to be scalable in windows and for different fullscreen resolutions and aspect ratios. Is this possible in SFML without having to build my own custom OpenGL render from scratch?
Thanks.
-Dave Ottley
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It depends what "resolution independent" and "scalable" mean for you ;)
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I guess what I mean is that I always want the sprites to be inside the window. As it stands if I create an 800x600 window and render at (0,1000) I cannot see the sprite. I would like to be able to make a game where the user can scale the window up and down in size and into various different resolutions without affecting the relative placement of the sprites on the screen and without pushing any sprites off the screen. Is this possible?
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Yes. Just use a fixed-size view (sf::View).