Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Mr_Blame

Pages: 1 ... 5 6 [7] 8 9 ... 13
91
Window / Re: Poll Event issues
« on: April 03, 2016, 01:13:20 pm »
I think it is sf::clock causing it I have noticed it when I was making time synchronized game.

92
General / Re: Why isn't the image being displayed?
« on: April 02, 2016, 10:35:42 am »
What was displayed in console ?

93
General / Re: AW: Initial draw call slow
« on: March 12, 2016, 03:21:54 pm »
OpenGL 2.1*
Okay but still glVertexPointer.

94
General / Re: Initial draw call slow
« on: March 12, 2016, 02:54:39 pm »
to start up with: sfml is using opengl 1.2 for rendering. On big aomunt of gpus this version is not implemented: instead it is emulated with opengl 3.3 functionality.
Because of that, every call of glVetexPointer(which sfml does) causes upload of certex data to gpu memory or vram and I can say to you that this operation is not the fastest. SFML escapes this problem by using rendertarget cache, which helps it to not do unneeded openGL state changes.
To sum up with: if you had old gpu with opengl 1.1 implemented than there will be probably no lag.

95
Graphics / Re: loadFromFile doesn't work but shows no error message
« on: March 11, 2016, 08:46:51 am »
Did you download the 64-bit binaries? Did you change the configutation of you project from x86 to x64?

96
Graphics / Re: Movement in direction of a heading
« on: March 08, 2016, 05:02:14 pm »
there is another way using sfml sf::transform, if you multiply movement on rotation(in this order) the object will move in direction of its rotation.

Have a look at matrix multiplication.

97
Graphics / Re: Fullscreen Rendering between Game States
« on: March 07, 2016, 04:33:32 pm »
It is better to post code in zip archieve instead of some hard-to-understand pieces.  :)

98
General / Re: Nesting Events
« on: March 03, 2016, 08:05:38 pm »
To get what you need. You should use some bool's:
bool leftButtonpressed;
bool rightButtonPressed;
 
Or
You can use realtime functions e.g
sf::Mouse::isButtonClicked

99
General discussions / Re: time to finally move to opengl 3.3
« on: February 27, 2016, 12:04:49 pm »
so, as I understood, after reading some posts, the opengl 3.0 will be introduced in SFML 3.0?

100
Graphics / Re: Change perspective
« on: February 27, 2016, 07:08:38 am »
sounds like some direct opengl code for 3D.  :P

101
General discussions / Re: time to finally move to opengl 3.3
« on: February 27, 2016, 07:06:53 am »
opengl es 2.0 is wide supported and has already programmable pipeline - no fixed pipeline functions, the main thing are shaders.

102
General discussions / time to finally move to opengl 3.3
« on: February 26, 2016, 02:31:35 pm »
so I read this on official opengl wiki:
Quote
Do modern GPUs still support the fixed-function pipeline?

Modern GPUs no longer provide specialized hardware for the purpose of doing specific calculations in the OpenGL pipeline. Everything is done with shaders. In order to preserve compatibility, the GL driver generates a shader which emulates the fixed functionality.
so what do you think about that? Will we still sit on opengl 1.2 or must SFML finally move to 3.0?

103
System / Re: sf::err output to wofstream
« on: February 12, 2016, 03:58:17 pm »
But you can redirect sfml error output to file stream. :D

104
System / Re: sf::err output to wofstream
« on: February 12, 2016, 03:56:32 pm »
Well, sf::err return ostream instance. Ostream is
char
only.  :-\

105
Graphics / Re: Texture does not load properly
« on: February 12, 2016, 03:50:36 pm »
Check your image file name very carefully :)

Pages: 1 ... 5 6 [7] 8 9 ... 13
anything