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Messages - dabbertorres

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211
Graphics / Re: How to check video memory statistics?
« on: November 09, 2015, 05:26:30 am »
Either OpenGL vendor extensions or OS system functions. There is no standard.

212
General / Re: Integrate SFML into existing Android application
« on: November 07, 2015, 05:48:11 pm »
This may be a little naive, but can you not just call the SFML Native Activity with an Intent?

213
General / Re: Getting a LNK2019 error
« on: November 04, 2015, 05:41:12 am »
Check the implementation of your load_player function in your Player class. Compare it to another function implementation in the same class. See the difference? :)

By the way, the error message is telling you where to look: "Player::load_player()"

214
DotNet / Re: How easy is it gonna be to port my engine in .net?
« on: November 01, 2015, 09:08:51 pm »
lolwut.

They provide the same exact functionality.

If we're going to attempt to be that pedantic, C# will be a tiny bit slower, due to running in a VM.

But that's being extremely pedantic. And depends on the code written. And a lot more things. And not really worth discussing. Because, for anything written at the level of SFML, speed shouldn't really be an issue.

215
Audio / Re: How to play several sound effects simultaneously?
« on: October 25, 2015, 05:31:31 am »
Actually List<T> is not a wrapper at all and if you naming it "array" (this is incorrect, at least in terms of .net), then you should name it "dynamic array", because it's growing collection, you can add and remove items into it. By the way .net has separate internal implementation for arrays (fixed arrays in your terms). It allows to improve performance when you work with array in compare to other collections. So, List<T> is not array at all.

Read the reference code yourself. It is essentially a wrapper. It handles the reallocations for you.

216
Audio / Re: How to play several sound effects simultaneously?
« on: October 25, 2015, 01:57:30 am »
A C# List<T> is just a wrapper around an array... For most intents and purposes, it's equivalent to a C++ std::vector<T>.

A queue works quite well for Sounds. You push things to a queue that you want to be played. Check the queue, pop off x amount of sounds, and play them. And for the amount of sounds that you would have playing at any time, performance of a queue really shouldn't be much of an issue vs an array.

217
Both Gimp and Paint.NET support custom palettes.

218
Is the new version still based on Adobe Air?

219
General / Re: High FPS unstable frametimes?
« on: October 20, 2015, 06:53:02 am »
You're using Visual Studio, right? It has a profiler built in.

220
General / Re: Scratchy sound FreeBSD?
« on: October 17, 2015, 01:38:15 am »
Well you probably have OSS installed then. OSS/ALSA are the two major sound drivers for FreeBSD.

Have you used a package manager before? You're going to have to learn some configuration and settings stuff for FreeBSD before starting with SFML on it. It's pretty different from Windows.

You'll have to go through the man pages for OSS to figure out how to configure it.

221
General / Re: Scratchy sound FreeBSD?
« on: October 16, 2015, 11:55:24 pm »
Are you using OSS or ALSA?

Is the sound scratchy when playing the sound without SFML?

If so, you probably need to tweak your OS audio settings, I've seen this with ALSA on Linux.

222
General / Re: FreeBSD integration?
« on: October 14, 2015, 01:02:29 am »
That sounds like a script is needed to me. One to launch the SFML application and starts X then. startx and/or xinitrc will be what you want to look into. It's nothing special with SFML, just a X.org thing.

223
Graphics / Re: Render large amount of text as char objects
« on: October 01, 2015, 09:48:38 pm »
First, you're storing pointers to tiles in an array, that means the CPU has to chase down all those pointers to do what you want, that's going to take a non-trivial (in this case due to the amount) amount of time.
Rather than doing a std::vector of std::shared_ptr, just store all of those tiles directly in the std::vector. That will help some.

Two, sf::Text does not directly support different color characters. However, you can amend this. You are right about being able to use sf::VertexArray. sf::Font has two functions of interest in this case. sf::Font::getTexture and sf::Font::getGlyph.

Read the documentation for those functions, make sure you read the documentation for sf::VertexArray, and you should be able to put the two together I think. :)
(This also could, if done correctly, give you the benefit of using only one text object for your whole map, rather than one text object per tile.)
(Note: Making your own Text class of sorts will simplify usage a lot.)

224
SFML website / Re: Small Typo
« on: September 30, 2015, 06:33:52 pm »
That would probably be best. Well, then for the future, as I see typos, I'll make a comment here for where I found it, add the fix to a fork, and make a pull request once I've collected enough.

225
SFML website / Re: Small Typo
« on: September 29, 2015, 08:07:27 am »
Wasn't sure if this was PR worthy! Well, looks like it's from RenderTarget.hpp, should I just fix it there since it's generated via doxygen?

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