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Messages - eXpl0it3r

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31
Audio / Re: Help with running the package
« on: April 06, 2024, 04:51:45 pm »
And what's NEON supposed to be? Never heard of that.

32
System / Re: error when trying to build (gcc + codeblocks)
« on: April 06, 2024, 04:47:13 pm »
It says "unless", which means, if you're not using the latest version of VS, which you aren't so it also applies to you. ;)

33
System / Re: error when trying to build (gcc + codeblocks)
« on: April 06, 2024, 04:23:56 pm »
If you use the pre-built SFML libraries, you missed the big read box on the download page saying:

Quote
Unless you are using a newer version of Visual Studio, the compiler versions have to match 100%!

Given the download is made for MinGW WinLibs Edition (x86 / x64) 13.1.0 and your error mentions 13.2.0

If you want to avoid all of that, you can use the SFML CMake template: https://github.com/SFML/cmake-sfml-project

34
System / Re: Small isKeyPressed question
« on: March 30, 2024, 01:06:29 pm »
Event handling and real-time input checks are two different concepts.

Whenever possible we recommend to handle events.

35
No, SFML doesn't offer such a functionality, but there are various libraries that have implemented this in some way or another.

https://github.com/mlabbe/nativefiledialog
https://sourceforge.net/projects/tinyfiledialogs/

36
Graphics / Re: hello. a question about setTextureRect
« on: March 28, 2024, 07:20:52 am »
There's no support for GL_CLAMP_TO_BORDER indeed.

I recommend to not stick to texture size and draw a border of your own.

37
General / Re: Load Font
« on: March 28, 2024, 07:15:10 am »
Make sure, you're actually linking debug libraries in debug mode (the ones with the -d) suffix.

38
No, they're axis aligned.

If you want to get the rotated points, you can get the local bounds and apply the transformation as you've shown on each point of the sf::Rect. Which still provides a better guarantee than deciding on a specific order of the index.

39
I guess you can check the source code, but the order is not part of the API and instead is an implementation detail.

If you want to know the specific points, you're better off with getPosition() and getPosition() + getSize().

40
General / Re: Final answer for async loading texture ?
« on: March 27, 2024, 08:16:09 am »
Yes, OpenGL didn't change. ;D

The recommended way is to load the image data with sf::Image or similar from disk in a separate thread, which is one of the slowest parts, as you do IO and decompression, and then move the image data to a texture in the main thread.
This should speed up things noticeably.

And of course making sure you generally use texture atlases withe texture rect on a sprite, instead of loading many small textures. This will prevent you from having to load and handle many textures and will reduce texture switches, that are a bit expensive.

41
Audio / Re: Help with running the package
« on: March 27, 2024, 07:41:26 am »
Make sure you're installing the frameworks that SFML ships with, check the getting started tutorial for macOS.

By the way, g++ on macOS will just point to AppleClang, so you might as well use clang to make it clear what compiler you're using. ;)

42
General / Re: How to share assets between the scenes?
« on: March 25, 2024, 11:15:44 am »
Personally, I always recommend using something like a ResourceHolder, that ensure proper life-time of the resources, while ensure that you can easily share it, without having to reload anything.

When sharing between classes make sure you know who the owner is.
From the owner you can then provide access to the resource by passing it as references somewhere else, but you always need to make sure that the life-time is handled correctly.

43
Feature requests / Re: export vertexes from the Shape class
« on: March 25, 2024, 11:01:06 am »
What you're essentially asking for is sprite/shape batching.

I believe it's a feature we will implement eventually, but it requires some underlying changes and API decisions that aren't trivial to solve it in a generic way.

Your best option is probably to build your own class around a vertex array and create your own batching.
But make sure you're actually experiencing performance impacts. Premature optimization is the root of all evil, etc ;)

44
General / Re: Can I use module feature als substitute for header file?
« on: March 21, 2024, 10:18:16 pm »
Hi and welcome! :)

No, SFML 2 is on C++03 and SFML 3 which is still work-in-progress will be C++17 and thus won't support modules.

45
Not sure what "SFML with Installer Project" is, but it sounds like you end up using different DLLs, which can cause odd problems.

Make sure the necessary DLLs are next to your executable that you try to run.

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