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Messages - kol

Pages: 1 [2] 3
16
Graphics / Re: Color changing 2 times
« on: November 14, 2013, 02:17:27 pm »
Thanks, now I can make the outline :)

But, Is to make the outline, using only shader?

17
Graphics / Re: Color changing 2 times
« on: November 14, 2013, 12:38:27 pm »
Thanks Laurent.

I can not do this, they are very sprites. I was going to make a border climbing sprite (-1.0) (+1.0) (0, -1) (0, +1), to make a border. Would do it in shader? Not find any tutorial about = /

18
Graphics / Color changing 2 times
« on: November 14, 2013, 11:58:35 am »
Is there a way to change the color of the sprite twice, taking into account the previous?
Example:

sprite.setColor(255,255,255);
sprite.setColor(0,240,100);



Thanks :)

19
Graphics / Re: Fonts best qualitity?
« on: November 11, 2013, 09:54:30 am »
Sorry, Had not understood.

20
Graphics / Re: Fonts best qualitity?
« on: November 10, 2013, 07:28:44 pm »
Yes, but I want to use without smoothing.
-------------------------------------------------------------------

Solved, for those who need to do the following:
Font.hpp.

Add Prototype:
Quote
void Font2(bool render);

and variable:
Quote
bool render2;

Font.cpp.
Add Prototype:

void Font::Font2(bool render)
{
   render2 = render;
}

Line: 72, Font.cpp.
Normal:
Quote
Font::Font() :
m_library  (NULL),
m_face     (NULL),
m_streamRec(NULL),
m_refCount (NULL)
{

}

For
Quote
Font::Font() :
m_library  (NULL),
m_face     (NULL),
m_streamRec(NULL),
m_refCount (NULL)
{
render2 =true;  //Add
}

Line: 408, Font.cpp.

Replace:

Quote
FT_Glyph_To_Bitmap(&glyphDesc, FT_RENDER_MODE_NORMAL, 0, 1);

For
Quote
    // Convert the glyph to a bitmap (i.e. rasterize it)
   if(render2){
      FT_Glyph_To_Bitmap(&glyphDesc, FT_RENDER_MODE_NORMAL, 0, 1);
   }else{
      FT_Glyph_To_Bitmap(&glyphDesc, FT_RENDER_MODE_MONO, 0, 1);
   }

Used:

sf::font Arial;
Arial.Font2(false);
if (!Tahoma.loadFromFile("D:/Windows/Fonts/Arial.ttf")){
 //Error
}


21
Graphics / Re: Fonts best qualitity?
« on: November 10, 2013, 01:03:13 am »
yes, I used the SFM 2.1. I would take this text without smoth, somehow? It may even be to the API, if you can show me examples. :)

22
General / Re: Move Sprite in
« on: November 06, 2013, 02:10:48 pm »
What a difference:

sprite.setPosition (static_cast <sf :: Vector2f> (first_int, second_int))

for:

sprite.setPosition (int, int)?

-----------------------------------------------------------------------------------------------

If I use int to move the Sprite, it keeps crashing, but if I put in motion float is perfect. However, blur in the text are:

http://i.imgur.com/PGvvA5Z.png

23
General / Move Sprite in
« on: November 06, 2013, 01:02:01 pm »
How can I move sprite int, without giving those locked?
If I put in float, the movement is perfect. But affects the texts, leaving them in blur. What do I do?

My code:

Quote
float x,y,hspeed,vspeed;
hspeed = 0.3;
vspeed = 0.1;

x += hspeed;
y += vspeed;

Player_s.setPosition((int)x,(int)y);

24
Graphics / Re: Fonts best qualitity?
« on: October 26, 2013, 01:51:01 pm »
When using very small font, quality is being lost, how can I have the same quality photoshop?



I will not use the sprite from ragnarok is just for testing.

25
Graphics / Fonts best qualitity?
« on: October 26, 2013, 02:41:17 am »
There is a way to leave the higher quality text, without using the GUI?
Or is there a Gui easy to use?


26
Graphics / Re: Text Blur
« on: October 26, 2013, 02:38:38 am »
Thanks, I was using to float coordinates.

27
Graphics / Text Blur
« on: October 25, 2013, 05:07:08 am »
When I start my project, my text is normal:



But if I move sf::View, looks like this:


28
Graphics / Re: small breaks
« on: October 24, 2013, 02:32:30 pm »
Thanks to all, solved ! :)

29
Graphics / Re: small breaks
« on: October 19, 2013, 05:31:26 pm »
http://www.youtube.com/watch?v=k3_2ZcLux_8&feature=youtu.be

Look at the video, the movement is never constant, always gives small lag

30
Graphics / Re: small breaks
« on: October 18, 2013, 10:54:27 pm »
In the drawing, if I put a variable (int) and show the screen with the sf :: text, gives waged from time to time.

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