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Graphics / Re: Cannot find smfl-graphics-2.dll
« on: November 26, 2023, 10:51:21 pm »
If you download MinGW version of SFML from SFML homepage, you will find it under bin folder.
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This is pretty cool. I've recently looked at these sorts of things myself and they're very interesting indeed.It is really interesting but sometimes I think that my brain is just melting even if I find a lot of inspiration elsewhere. :-)
I read in API documentation that there is a function that tests if sf::VertexBuffer is available. Just I do not know yet how can I do that if it is available it will use VertexBuffer but otherwise some standard type of array (probably std::vector)Right now there is the second part, transferring all this information to each cell, to each border (of the cell), and to each border line which can consist of several cells. Because borderline can have lots of points (after some noise is applied) and will not be changed often I think about using sf::VertexBuffer which will contain all border lines and will be drawn just one draw call.This sounds like a good idea to avoid excess transferals from CPU memory to GPU memory.
However I would like it to do it as much as possible to close the prepared SFML 3.0 so that there will need no large refactoring. I know that there will be no quads in SFML 3.0 if I read it correctly, so any layers of borderline should be just triangles. Is it right?Yes, you can use the triangles primitive and specify each one in turn. For an exact quad, this is still just two triangles. Basically, it's now 6 vertices per quad instead of 4 vertices per quad. Although, 2 of those vertices are identical to 2 of the others, of course.
When it comes to 'infinitely thin' lines and points, you should always aim to use the "add a half" system to their co-ordinates. An integer co-ordinate is the top-corner of the pixel you want to use so adding a half to the y (and x) puts the co-ordinates right in the middle of the pixel.
Try that now: add a half to your co-ordinates and voila - black line!