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Messages - Grimshaw

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301
Graphics / Re: Making 3D SFML
« on: May 11, 2013, 02:31:23 pm »
2>nephilim-d.lib(Shader.obj) : warning LNK4049: locally defined symbol ___glewUseProgram imported
2>nephilim-d.lib(CGL.obj) : warning LNK4217: locally defined symbol _glewInit imported in function "void __cdecl cglPrepareExtensions(void)" (?cglPrepareExtensions@@YAXXZ)
2>nephilim-d.lib(Shader.obj) : warning LNK4049: locally defined symbol ___glewGetActiveUniform imported
2>nephilim-d.lib(Shader.obj) : warning LNK4049: locally defined symbol ___glewGetProgramiv imported
2>nephilim-d.lib(Shader.obj) : warning LNK4049: locally defined symbol ___glewDeleteShader imported
2>nephilim-d.lib(Shader.obj) : warning LNK4049: locally defined symbol ___glewGetShaderInfoLog imported
2>nephilim-d.lib(Shader.obj) : warning LNK4049: locally defined symbol ___glewGetShaderiv imported
2>nephilim-d.lib(Shader.obj) : warning LNK4049: locally defined symbol ___glewCompileShader imported
2>nephilim-d.lib(Shader.obj) : warning LNK4049: locally defined symbol ___glewShaderSource imported
2>nephilim-d.lib(Shader.obj) : warning LNK4049: locally defined symbol ___glewCreateShader imported
2>nephilim-d.lib(Shader.obj) : warning LNK4049: locally defined symbol ___glewDeleteProgram imported
2>nephilim-d.lib(Shader.obj) : warning LNK4049: locally defined symbol ___glewGetProgramInfoLog imported
2>nephilim-d.lib(Shader.obj) : warning LNK4049: locally defined symbol ___glewLinkProgram imported
2>nephilim-d.lib(Shader.obj) : warning LNK4049: locally defined symbol ___glewAttachShader imported
2>nephilim-d.lib(Shader.obj) : warning LNK4049: locally defined symbol ___glewBindAttribLocation imported
2>nephilim-d.lib(Shader.obj) : warning LNK4049: locally defined symbol ___glewCreateProgram imported
2>nephilim-d.lib(Shader.obj) : warning LNK4049: locally defined symbol ___glewUniform1i imported
2>nephilim-d.lib(Shader.obj) : warning LNK4049: locally defined symbol ___glewGetUniformLocation imported
2>nephilim-d.lib(Shader.obj) : warning LNK4049: locally defined symbol ___glewUniformMatrix4fv imported
2>nephilim-d.lib(Shader.obj) : warning LNK4049: locally defined symbol ___glewUniform4fv imported
2>nephilim-d.lib(Shader.obj) : warning LNK4049: locally defined symbol ___glewUniform3fv imported
2>nephilim-d.lib(Shader.obj) : warning LNK4049: locally defined symbol ___glewUniform1f imported
 

But it is normal I believe as GLEW is being linked twice (statically)

302
I think that is a design decision rather than something that was forgotten. This is because the render texture doesn't always use the same technique and therefore that approach wouldn't work with all of them.

So, Laurent decided to implement the API as it is now, to make sure the code remains portable. Correct me if i am wrong! :)

303
Graphics / Re: SFML 2.0 - Movement lag issue
« on: May 11, 2013, 12:43:32 am »
Yeah... It really should work better.. :/ try to limit the Frame rate to 30 or something. That could get more performance..

304
Graphics / Re: [SOLVED] Access violation reading location
« on: May 10, 2013, 11:24:18 pm »
Whenever you find a solution, try to post it so others with the same problem can find it! Thanks! :)

305
Graphics / Re: SFML 2.0 - Movement lag issue
« on: May 10, 2013, 11:23:16 pm »
Your code looks allright, its weird that you get jitter. Update graphics card drivers and so on.. I don't see what could it be..

306
Audio / Re: I can't play music
« on: May 10, 2013, 07:19:44 pm »
You re doing that code in a local scope, like a function or something. When that function ends, the sf::Music object is destroyed and you don't get to hear anything.

Define sf::Music in a place that it will remain alive for longer time

307
Graphics / Re: Access violation reading location
« on: May 10, 2013, 06:43:30 pm »
You re totally linking release libraries in debug mode.. Unless I am very wrong, that explains why you don't have more clear debug information! :)

308
Graphics / Re: Making 3D SFML
« on: May 10, 2013, 06:40:30 pm »
Yep, I do this too. I use sfml and yet I link to glew too and call glewInit after the window is initialized! :)

It works just fine even though its a little ugly to have the linker warnings all over me.. :)

309
You either have one vertex array per texture, so you can draw each one with each texture, or you use some tilemaps, grouping all the textures into one.

There aren't any good workarounds to this problem :)

310
General / Re: My Mario game crashes if I click the mouse
« on: May 09, 2013, 02:03:12 pm »
We cant' see why it crashes from a binary.. We 'd need code..

311
General / Re: SFML 2.0
« on: May 09, 2013, 03:54:04 am »
Just create a new empty project, add a file with the basic sample of SFML and try to compile.. After having included the headers properly and linked to the frameworks, its done! should just run!

312
Graphics / Re: Access violation reading location
« on: May 08, 2013, 07:11:02 pm »
I believe you are linking to debug libraries in release mode. I may be wrong tho.

Also, you want to set the sprite's texture after it is loaded, not before. I think otherwise you won't see anything.

313
Graphics / Re: Passing an SFML handle to a function
« on: May 08, 2013, 03:02:33 pm »
yes sorry, I didn't mean to be grumpy or anything :) He clearly could use a good c++ book as you guys stated, but if he doesn't want to do it, well..  :)

Keep it going :D

314
Graphics / Re: Passing an SFML handle to a function
« on: May 08, 2013, 04:43:08 am »
Stop arguing and just help him.. Yes, you can cast any kind of pointer to any kind of pointer, it works, just like that. It is not illegal or anything to do it, it just will crash or cause undefined behavior when you call invalid methods and access invalid data members.

You can int* e = &screen; without a problem. However, under some compiler settings you will get an error for doing that, which you can overcome with a explicit cast int* e = (int*)&screen; In other compiler environments it won't even complain. At most, you can always use reinterpret_cast to convert the most incompatible pointer types.

Now to your actual problem, you want a function like this:

void myOtherFunction(sf::RenderWindow* screen)
{
    screen->doStuff();
}

main()
{
      sf::RenderWindow screen;
      myOtherFunction(&screen);
}
 

315
Brain and fingers 2.0, its awesome! :)

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