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Topics - retep998

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1
Network / TcpListener not working
« on: January 18, 2011, 07:05:53 pm »
I have the following code:
Code: [Select]
sf::TcpListener listener;
if (listener.Listen(30273) != sf::Socket::Done) {
std::cout << "WE FAILED AT LISTENING! FUUUUUUUUUUUUUUUUUU!" << endl;
}

And I get the following error messages:
Code: [Select]
Failed to set socket option "TCP_NODELAY" ; all your TCP packets will be buffered
Failed to bind listener socket to port 30273
WE FAILED AT LISTENING! FUUUUUUUUUUUUUUUUUU!

I've tried all sorts of port numbers, and none of them worked.
I know they're open because I checked with netstat.
I'm on Windows 7 64 bit, behind a router that is port forwarded across every single port.
I have no firewalls.
I've never had issues with hosting servers.
I'm using the latest revision of sfml2, statically built.
I'm using Visual Studio 2010 Ultimate.
Any ideas?

2
Feature requests / Update glew
« on: December 18, 2010, 06:01:14 pm »
Even if you don't need the latest functions, update glew.
SFML's usage of glew conflicts with mine so if I want to use the latest gl functions I have to modify sfml to use the latest glew.
It's a really simple modification to do, but it makes my project undistributable by source code unless I either include the modified sfml libraries or provide instructions on how to edit sfml.

3
General / SFML failing to initialize in debug mode
« on: December 13, 2010, 06:30:56 am »
Got the latest version of sfml2 from the svn just this night.
Everything built properly for vc++ 2010
Made a project, included headers and linked libraries as usual.
When I run it, the console window opens, but nothing happens.
I paused the program and noticed it hadn't even reached the main function yet.
It was stuck at
myContext = wglCreateContext(myDeviceContext);
on line 291 of WglContext.cpp
Strangely, release mode still works fine. Only debug mode fails.
My program doesn't do anything yet, its just a main function that returns.
I have an ATI Radeon 3200 with the latest drivers.
Until this gets fixed, it looks like I'm stuck with release mode. It'd be nice to be able to debug my program though...

EDIT: Now when I try to add a window, the program fails again, even in release mode.
It gets stuck at
++pfbegin;
on line 873 of crt0dat.c
Now I'm stuck, unable to do anything.

EDIT: I switched to using static libraries and it seems all my problems have vanished. Still, you should probably investigate why dynamic is causing issues.

4
Feature requests / OpenEXR Support?
« on: October 10, 2010, 07:00:42 am »
I'd love to have support for loading .exr images
http://www.openexr.com/index.html
Basically, with a .exr image you can have 16 bits per color or even 32 bits per color, in both integer and floating point, thereby allowing a HUGE range of colors.

5
Graphics / Shaders?
« on: January 17, 2010, 07:39:38 am »
I've been messing around with shaders a little and it seems that fragment shaders don't work per fragment of the primitives I draw like in normal OpenGl, but rather apply to the fragments of the framebuffer.
If I want a shader to apply only to a specific primitive, does this mean I have to utilize OpenGL to create shaders?
If so, I have a further question...
Since OpenGL textures are not the same data type as SFML images, how would I get an OpenGL texture out of an image I load?

6
Graphics / Alpha channel when loading a sprite
« on: December 20, 2009, 11:49:53 pm »
I'm trying to load a png image with an alpha channel yet the alpha channel doesn't seem to load. It just shows a black background.
Here's the relevent code.
Code: [Select]
sf::Image charSprite;
charSprite.LoadFromFile("gorgon_idle_1.png");


Code: [Select]
charSprite.Bind();
glBegin(GL_QUADS);
glColor3ub(255,255,255);
glTexCoord2s(0,0);
glVertex2d(blah->x-35,blah->y-90);
glTexCoord2s(1,0);
glVertex2d(blah->x+36,blah->y-90);
glTexCoord2s(1,1);
glVertex2d(blah->x+36,blah->y);
glTexCoord2s(0,1);
glVertex2d(blah->x-35,blah->y);
glEnd();
glBindTexture(GL_TEXTURE_2D,NULL);


The image loads and draws fine but it doesn't have an alpha channel loaded for some reason...[/code]

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