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Topics - panithadrum

Pages: 1 [2] 3
16
General / Executables not working on other computers (VS2008)
« on: August 05, 2010, 11:10:56 pm »
Hello, this is not SFML related at all, but everytime I compile a program, it won't work on other computers (if they don't have vs2008 I think).

Quote
This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix the problem


Do I have to configure something in the project properties? Thanks.

17
General discussions / SFML for VS2010? When?
« on: May 27, 2010, 10:04:44 pm »
I am using it right now, and like it a lot. I would like to know when will you add the build projects to svn.

18
SFML projects / SFEX - Simple and Fast Extensions
« on: April 25, 2010, 10:36:48 pm »


Description:
This library provides multiple extensions to SFML. At this release you can check the system RAM, get info about the CPU, the GPU and even about the OS.

I hope you don't have any problem with this. It is multiplatform, but I just work with Visual Studio, so I will support only VS projects. There are few files in the source, so it can't be much hard to compile under Linux or Mac anyway.

Installation:
In order to use SFEX, you must have installed:
- SFML2 (https://sourceforge.net/projects/sfml/) :D
- Hyperic Sigar (http://sourceforge.net/projects/sigar/)
- Glew (http://glew.sourceforge.net/)

Note that Glew and Sigar are actually provided in the folder called "dependencies".

You must link to your projects with:
- opengl32
- glu32
- sigar
- glew
- sfml system
- sfml window
- sfml graphics
- sfex

And maybe you will have to provide Glew and Sigar .dll's. They are also at "dependencies" folder.

Tutorial:
A sample is included in the package. It is very simple to use. Just include SFEX.hpp, call sfex::Init() before any SFEX call, and call sfex::Close() when you are closing your program.

Download:
Release 1
SFEX with dependencies (3.828 KB): Click here
SFEX without dependencies (248 KB): Click here

Next version:
I'm already working in the next version. You won't need to init or close SFEX anymore. Also you won't have to link to SFML graphics (which is so heavy).

19
General discussions / sf::Ram, sf::Cfg
« on: April 09, 2010, 09:40:12 pm »
I'm writing one or two projects using the namespace sf. One is a couple of functions like:
Code: [Select]
sf::Ram::GetTotalAmount();
sf::Ram::GetFreeAmount();

And the other is a class called sf::Cfg that opens/writes text files using this sintax:
Code: [Select]
Text.txt:
Group name {
    Field 1 = "Text value";
    Group 2 {
        Field 2 = "Value1", "Value2";
    }
}


Should I post'em in the wiki? It isn't multimedia related, so I ask first!

20
Graphics / Error in RenderImageImplPBuffer.hpp?
« on: April 09, 2010, 07:30:08 pm »
The code is
Code: [Select]
#if defined(SFML_SYSTEM_WINDOWS)

    #include <SFML/Graphics/Win32/RenderImageImplPBuffer.hpp>

#elif defined(SFML_SYSTEM_LINUX) || defined(SFML_SYSTEM_FREEBSD)

    #include <SFML/Graphics/Linux/RenderImageImplPBuffer.hpp>

#elif defined(SFML_SYSTEM_WINDOWS)

    #include <SFML/Graphics/MacOSX/RenderImageImplPBuffer.hpp>

#endif


Notice the MacOSX related line...
Quote
#elif defined(SFML_SYSTEM_WINDOWS)


Shouldn't that line be SFML_SYSTEM_MACOS?

21
Graphics / [FIXED] sf::RenderImage::SetActive()
« on: March 11, 2010, 10:43:51 pm »
Looks like when I am using OpenGL and try to draw to a render image I must draw something (using sf::Sprite) to it, like this:
Code: [Select]
// Activate the window
surface.SetActive(true);
// Explicitely draw a new empty sprite
sf::Sprite sprite;
surface.Draw(sprite);
// OpenGL drawing ...

If I don't, it never activates for rendering. Looks like the problem of explicit binding in images that someone told you a week ago.

22
Window / RenderImage vs GL
« on: March 03, 2010, 09:38:42 pm »
I am wondering something about render images... this code makes the render image to copy all the pixels from GL to sf::Image? If so, when? Just when I call display?
Code: [Select]
sf::RenderImage image;
image.Create(100, 100);
image.SetActive(true);
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT);
image.Display();
image.GetImage().SaveToFile("lol.png");

23
General / Using Box2D
« on: March 01, 2010, 09:45:46 pm »
I'm trying to use SFML2 and Box2D together, but when I link my program VS2008 gives this:
Quote
1>Vinculando...
1>msvcprtd.lib(MSVCP90D.dll) : error LNK2005: ya se definió "void __cdecl std::_Debug_message(wchar_t const *,wchar_t const *,unsigned int)" (?_Debug_message@std@@YAXPB_W0I@Z) en libcpmtd.lib(stdthrow.obj)
1>MSVCRTD.lib(MSVCR90D.dll) : error LNK2005: ya se definió __wassert en LIBCMTD.lib(wassert.obj)
1>MSVCRTD.lib(MSVCR90D.dll) : error LNK2005: ya se definió __finite en LIBCMTD.lib(_ieeemisc_.obj)
1>MSVCRTD.lib(MSVCR90D.dll) : error LNK2005: ya se definió _memmove en LIBCMTD.lib(memmove.obj)
1>MSVCRTD.lib(MSVCR90D.dll) : error LNK2005: ya se definió _malloc en LIBCMTD.lib(dbgmalloc.obj)
1>MSVCRTD.lib(MSVCR90D.dll) : error LNK2005: ya se definió _free en LIBCMTD.lib(dbgfree.obj)
1>MSVCRTD.lib(ti_inst.obj) : error LNK2005: ya se definió "private: __thiscall type_info::type_info(class type_info const &)" (??0type_info@@AAE@ABV0@@Z) en LIBCMTD.lib(typinfo.obj)
1>MSVCRTD.lib(ti_inst.obj) : error LNK2005: ya se definió "private: class type_info & __thiscall type_info::operator=(class type_info const &)" (??4type_info@@AAEAAV0@ABV0@@Z) en LIBCMTD.lib(typinfo.obj)


Looks like SFML2 and Box2D links to libcmtd or libcmt... what should I do? Thanks.

24
Feature requests / Sound effects
« on: March 01, 2010, 03:49:23 pm »
I searched a little and found nothing about this.
Are you going, Laurent, to make some sound effects? Like reverb or echo.

25
Graphics / sf::Image::Copy
« on: February 18, 2010, 11:02:16 pm »
I'm having problems copying an image to another.
Code: [Select]
sf::Image texture;
if(!texture.LoadFromFile(fname)) return false;
sf::Image subtexture;
subtexture.Copy(texture, 0, 0, sf::IntRect(x, y, width, height), true);


Console shows that I am trying to access an empty image, but texture was successfull loaded... I am using SFML2, last version, W7.

Any idea why?

26
General / SFML and Qt
« on: February 07, 2010, 08:23:23 pm »
I am quite newb at Qt. I got it finally working with my IDE(VS2008). Now I would like to know if a could make a sf::RenderWindow (without the use of the QTSFML canvas) and a Qt window apart (something like a console with a Qt GUI). Thanks :-)

27
Feature requests / sf::Sprite::GetWidth&GetHeight
« on: January 21, 2010, 09:56:11 pm »
If you have a sprite that have assigned an image with (x, y) size, would be nice to have a function that returns the image size per sprite's scale.

Example:
Code: [Select]
Image img
Load img
Sprite spr
Assign img to spr
Scale spr 1/2, 1/2
-> Get spr width
-> Get spr height

28
Graphics / SFML2 -> No more PreserveOpenGLStates?
« on: November 26, 2009, 01:43:46 am »
I see that this function dissapeared, whats the way it works now?
1 - It is enabled by default? Or disabled by default? I prefer something that doesn't eat CPU :-)
2 - In the SFML2 code sample called OpenGL, you have
Code: [Select]
       // Activate the window before using OpenGL commands.
        // This is useless here because we have only one window which is
        // always the active one, but don't forget it if you use multiple windows
        window.SetActive();


I noticed that the box is only drawn if you activate the window. If you don't, it wont be displayed, so it isn't useless, it's necessary.

29
Graphics / SFML2: Strange behavior (threading GL)
« on: November 22, 2009, 11:00:03 pm »
I am using Windows XP, SFML2, revision 1279
I have an sf::Image manager, and it loads well. But when I try to use a sf::Sprite, it is not well drawn, but well saved to file!
Code: [Select]
// Load is called once
void Scene::load()
{
marker_sprite.SetImage(*game.resource["data/image/marker.bmp"]);
marker_sprite.GetImage()->SaveToFile("marker.bmp"); // The file is saved ok
}

// Draw is called every frame
void Scene::draw()
{
game.window.Draw(marker_sprite); // Sprite just draws a white square
// If I try to save the image in this scope, the image is saved ok
marker_sprite.GetImage()->SaveToFile("marker2.bmp");
}

// To make sure that my stored image is not deleted, I save the image when I close the window
void Scene::closed()
{
marker_sprite.GetImage()->SaveToFIle("marker3.bmp");
}


All three saved bmp's are OK! I don't understand why it draws a white square.

If I use a sf::Image stored in my Scene class it works.

I think it's not my fault because I can save the images correctly :-S

30
General discussions / [solved]VS2008, how to change execution working dir?
« on: November 19, 2009, 01:38:06 pm »
I know it's not SFML related, but I searched a lot without any finds.

I would like to change the directory where my debugging .exe will be executed (like CodeBlocks with Execution working dir, in Build targets).

Thanks.

EDIT: Thanks Laurent

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