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Topics - Programmer001

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Graphics / [SOLVED]Variable rendering and renderwindow.draw
« on: August 26, 2015, 08:39:00 am »
Hey all,

I'm experimenting with different game loops. I've got one set up similar to deWitters Game Loop "Constant Game Speed independent of Variable FPS." Display() gets passed an interpolation value based on where the game is between frames.

So if "Actor" was at 500px in frame 1 and 600px in frame 2, and display() gets called in between the two frames then it should draw "Actor" at 550px despite that not being its actual position.

Bottom line, I'm trying to figure if I can have SFML draw an object offset from its actual position, without changing its actual position to make this concept work.

I'm still learning all the great features SFML has so maybe I missed it. Currently I've just been using something like: window.draw(actor);

Can this be done with Transforms or some other method?

Thank You!

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Graphics / Full screen isn't filling entire available screen space
« on: August 11, 2015, 06:17:20 am »
Hi,

I'm setting up my game and have just set up the window to take the highest possible resolution using sf::VideoMode::getFullscreenModes(). The window is set up to be Fullscreen. This all works.

When I manually choose a resolution lower than my native (1080p), certain resolutions will not fullscreen properly. What I mean by this is say I set the ViewMode width and height to be 800x600 or 1280x720. When the window is created the screen resolution gets set properly and I get the black bars on the side of my monitor from using a different aspect ratio (for 800x600), BUT the actual game window only takes up 3/4 of the screen and I can still see and use my desktop to the right and bottom of the game window.

I've tried using the isValid() check and the resolutions are passing...

Why is the monitor resolution changing properly but the game window not filling up the entire available space? I have provided a screenshot from testing at 1280x720.

Edit:
Windows 10 64bit
Nvidia GeForce GT 750M

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