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Messages - inlinevoid

Pages: 1 [2] 3 4
16
General / Buffer overflow with basic Window tutorial
« on: November 03, 2010, 07:10:00 am »
This is just a guess but... If you're in debug mode, make sure you're linking to the debug libs.

They are the ones with the "-d" suffix.

For example...

sfml-system-d.lib
sfml-window-d.lib
sfml-main-d.lib (actually, I'm not sure about this one.  I don't think you even need sfml-main.lib)

17
General discussions / Thanks
« on: November 03, 2010, 06:44:08 am »
Indeed.

Thank you, Laurent. (and others)

:D

18
SFML projects / Cool Runnings...
« on: November 01, 2010, 09:41:04 pm »
Was pretty fun; and yea, reminded me of RUA.  I'd keep playing if I didn't lag so badly at some parts (my computer's fault, not the game's).

19
General discussions / Full list of SFML2 changes?
« on: November 01, 2010, 04:18:00 pm »
Ooh, a porting guide sounds nice.

I plan to upgrade my framework built with SFML from 1.6->2.0 and with 5000+ lines of code, a port guide would do wonders. :D

20
SFML projects / Cool Runnings...
« on: November 01, 2010, 04:13:38 pm »
Looks nice.  I'll try it when I get home from school.

21
Graphics / RenderWindow inside of a class
« on: October 28, 2010, 06:01:17 pm »
This is usually how I set up my window class:
Code: [Select]
class Window
{
private:
static sf::RenderWindow RenderWindow;
static sf::Event Event;

public:
static void SetWindowSettins(float width, float height);
static void Draw(sf::Drawable & Drawable);
static bool UpdateWindow();
/*
More functions...
*/

};
sf::RenderWindow Window::RenderWindow;
sf::Event Window::Event;


Then I'm able to make calls to the window from anywhere:
Code: [Select]
int main()
{
Window::SetWindowSettings(640, 480);
sf::Image MyImage;
while(Window::UpdateWindow())
{
Window::Draw(MyImage);
}
return 0;
}

22
Graphics / Image distortion?
« on: October 25, 2010, 09:42:30 pm »
Yes, that seems to have worked.  Thank you.

23
SFML projects / Open Source top-down game - Warlock's Gauntlet
« on: October 25, 2010, 01:12:17 pm »
Quick question: Are you using SFML/OpenGL or SFML by itself?

24
Graphics / sf::Rect array (Solved)
« on: October 25, 2010, 05:54:58 am »
It should work fine...  It may be a bug with 1.5 though.  Try upgrading to 1.6(you won't have to change anything, the naming convention stayed the same).

25
Graphics / Image distortion?
« on: October 25, 2010, 02:39:32 am »
Hmm, it seems someone else has had this problem as well.

Quote from: "priomsrb"
It seems from 1.5 to 1.6 the rendering is slightly more glitchy. You can see in the screenshots that there are some faint lines which are the borders of the zombie sprite. It's small but I hope that it improves in the next version of SFML.

From http://www.sfml-dev.org/forum/viewtopic.php?t=2946&postdays=0&postorder=asc&start=0

Maybe some changes from 1.5 to 1.6 are the cause.  I'm using 1.6 as well.

26
Graphics / Re: sf::Rect array
« on: October 25, 2010, 01:48:01 am »
Code: [Select]

sf::FloatRect Restraint[2];
Restraint[0](Left, Top, Width, Height);


This should be changed to:

Code: [Select]

sf::FloatRect Restraint[2];
Restraint[0] = sf::FloatRect(Left, Top, Width, Height);


You can't call the constructor after initialization.

27
Graphics / Image distortion?
« on: October 25, 2010, 01:28:06 am »
I seem to be getting this weird distortion around the corners of a sprite when it's rotated.

Like so:


You can clearly see it around the red guy because there's multiple copies on top of each other.  If you look closely you can see it around the green guy as well.

Like I said, it's only noticeable when the sprite is rotated and the distortion appears around the edges of the sprite.

Btw, the hands and the bodies are two different sprites (which is why you can see a gray box around the body and a bigger box around the whole thing).

Is this a bug or a common mistake in the code?

28
System / How can I disable SFML error output?
« on: October 14, 2010, 08:47:04 pm »
Thanks. :D

29
System / How can I disable SFML error output?
« on: October 14, 2010, 12:43:08 pm »
I see...  Well then, off to the net to find out how to disable cerr.  Thanks for your help, Laurent.

30
System / How can I disable SFML error output?
« on: October 14, 2010, 12:33:40 pm »
With the current project I'm working on, I'd like to be able to keep my console window color coded and formatted to a specific way to successful and non-successful loading.

The problem is the error output built into the LoadFromFile methods makes my console window look quite messy (since everything is color coded and has a specific format, the gray line that is printed doesn't match the rest of the console).

Is there anyway I can disable this?

EDIT: To make things as clear as possible, this is what I'm talking about:
Quote

Image 0 loaded!
  Filepath: assets/gfx/default.png
  Identifier: default
Image 1 loaded!
  Filepath: assets/gfx/stick.png
  Identifier: stick
Image 2 loaded!
  Filepath: assets/gfx/delphine.png
  Identifier: player
Failed to load image "assets/gfx/fluffy-grass.pn". Reason : Unable to open file (I don't want this line showing)
Image 3 failed to load!
  Filepath: assets/gfx/fluffy-grass.pn
  Identifier: grass
Sound 1 loaded!
  Filename: assets/sfx/NOSOUND.ogg
  Identifier: NOSOUND

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