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Messages - SwinkiTrzy

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1
Feature requests / Re: Sprite batching
« on: March 02, 2017, 09:16:29 pm »
Exactly, portability wise - every GPU may have a different max texture size. Some of the older Intel machines could only handle 512px, some relatively modern could go as high as 4096px, perhaps even beyond.
OK, some GPUs would be too limited to handle my game spritesheet. But this is the same with memory, CPU and other scarce resources. I still don't understand why sprite batching functionality embedded in the next version of SFML could be a problem? I know, I can implement it by myself as everything (moreover, there is an example of such implementation in wiki), but if one asks about future improvements, so this is my proposal.

2
Feature requests / Re: Sprite batching
« on: March 01, 2017, 10:24:30 pm »
So, as I can understand, using sprite sheet as a single texture, the sprite batching could improve efficiency? Please describe where I get wrong.
Developers, what do you think, regarding portability?

3
Feature requests / Sprite batching
« on: March 01, 2017, 12:28:46 am »
As a most of SFML applications are 2d games and efficiency could be (and is) a bottleneck, could you implement batch sprite (or texture) rendering functionality like OpenGL with VBOs/VAOs.

4
General / Re: Windows compilers and mean of life questions
« on: October 09, 2015, 06:40:56 pm »
Thank you for a such comprehensive answers. You've dispelled a lot of my doubts. Not everything is still clear for me, but it is understandable for a newcomer.

5
General / Windows compilers and mean of life questions
« on: October 08, 2015, 09:49:30 pm »
Assume
{
Noob= True;
};

There are a lot open source C++compilers for Windows, which all are called ‘MinGW’ – I mean Windows ports of GCC suite, which are ready to use and do not require recompiling. So I hope someone could answers simple questions – preferably in general if it possible, but also specific to SFML. A answers are welcome:
1)   what are differences between different distros of MinGW? Searching over the net I’ve recognized at least five distros of MinGW (probably missing a lot) and now I’m totally confused:
a.   sourceforge.net/projects/tdm-gcc/
b.   sourceforge.net/projects/mingw-w64/
c.   sourceforge.net/projects/mingw/
d.   sourceforge.net/projects/mingwbuilds/
e.   http://nuwen.net/mingw.html
2)   what are differences between different version numbers. For example, but I’m not sure, version number  4.9.x is compatible with c++11 but earlier are not – is that true? What about C++14? which GCC version number should one use?,
3)   what does it mean that TDM is not recommended (I believe I’ve seen such statement on SFML forum)
4)   What does it mean DW2 (Dwarf the second?), SJLJ (ShortJump LongJump?) and SHE  (Structural Exception Handling)?. Does it practical matter in context of SFML?
5)   Differences in: ‘Posix threads’ and ‘Win32 threads’ – also does it matter in SFML? Or for  precompiled libraries?
6)   what specifically C++ (Windows compiler) should I use if I see: ”GCC 4.9.2 MinGW (DW2)” on http://www.sfml-dev.org/download/sfml/...”?   7)   

PS. I know that eXpl0it3r offers on his site precompiled SFML lib for a few compilers. Thanks!
 Thank you

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