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Messages - slotdev

Pages: 1 ... 24 25 [26]
376
Graphics / Image::LoadFromFile very slow
« on: May 17, 2011, 02:10:13 pm »
I wouldn't think it was 5x slower due to having the optimization disable, but I'll check my project settings - thanks :)

377
Graphics / Image::LoadFromFile very slow
« on: May 17, 2011, 01:37:06 pm »
Hmm!

There is something strange - in Release mode, it's very fast, in Debug, it's very slow. I am confused :S

378
Graphics / Image::LoadFromFile very slow
« on: May 17, 2011, 11:35:15 am »
Update: I had to recompile the SFML libs to minimize CRT dependancies, and after doing so, then recompiling my game, the delay has gone!

It now takes ~3 seconds to load all 5 PNGs, which is about right, I think.

So I guess there might be something strange in the libraries and maybe it's doing some crazy loading/unloading of DLLs for every image. No idea. But for now, it works for me :)

379
General / SideBySide
« on: May 16, 2011, 10:04:56 pm »
Ah OK, I'll grab the source code and recompile.

I'm using 1.6 - it's a bit off topic but how "finished" is 2.0 ? My issue is that there are no tutorials for it and as a totally new SFML user it's good to have a lot of references. It saves asking silly questions on forums :-)

380
General / SideBySide
« on: May 16, 2011, 07:50:03 pm »
Hi

My app crashes when I run it on the target system, guess what it's the SideBySide MSVCRT and KERNEL32.

Most people will say, just install the MSVC Redistibutable stuff, problem is I have 7000 machines to deploy this on (no joke), so it's just impossible.

Therefore I must static link to the MS runtime libraries. This isn't normally a problem but for some reason it's not working.

So, are the SFML libraries linked against MSVCRT etc?

Thanks
Ed

381
Graphics / Image::LoadFromFile very slow
« on: May 15, 2011, 10:57:54 pm »
Ah sorry - I uploaded them to my dropbox and PM'd you the link

Thanks
Ed

382
Graphics / Image::LoadFromFile very slow
« on: May 15, 2011, 10:48:45 pm »
Sure - can I email them to you, as they're for work and shouldn't be public :D

383
Graphics / Image::LoadFromFile very slow
« on: May 15, 2011, 10:45:26 pm »
Hi

I've just started implementing SFML and so far, VERY IMPRESSED!

I'm loading 5x 2048x2048 PNG images, then creating sprites from them. It works just fine, but loading the actual files is very slow (~12 seconds for all 5). On the "other" library I used to use, this was very fast, maybe 3 seconds total for all 5 files. The files are between 650k and 3.3mb (some are almost empty files).

I guess it's not the actual loading, but the decompression into memory that takes the time?

Can someone help?

Many Thanks
Ed

384
General discussions / Can SFML do.....
« on: May 11, 2011, 10:33:10 am »
Hi Laurent

Thanks for the quick reply!

Firstly, sorry, I mean there are 500 elements on the large PNG files (usually ~100 per file), so there are 5x 2048x2048 (not 500x :D) So that's good to hear this can be done. I don't want to load 500 individual small PNGs, this would take forever, and we have a restriction on loading time.

Regarding the scaling, it's good to hear the GPU does all the hard work. My guess is, since we can only use linear/nearest pixel is to do our graphics at the highest resolution we will use (1600x1050) and then scale down?

I have used OpenGL and scaling from 1024x768 to 1600x1050 looks horrible!!

Kind Regards
Ed

385
General discussions / Can SFML do.....
« on: May 11, 2011, 10:00:09 am »
Hi

I'm totally new here, and am looking at SFML to replace another so-called "simple" API. From the documentation, SFML looks fantastic.

The projects I work on have some quite specific requirements - and looking through the docs I'm not clear if it can do what I need, so here's hoping someone experienced can tell me :)

1. Drawing from large tiles: I use 2048x2048 PNGs which need to be loaded when the game starts, and then create images/sprites from those. Each game has around 500 graphical elements, so, that's a lot of file to load individually!

2. Scaling: We use different screen resolutions, from 1024x768 up to 1600x1050. Each frame needs to be created in a buffer, and then rendered at whatever size is necessary. Can SFML do this? Also what scaling algorithms does it have (it needs to be v. high quality - no blockiness).

3. Rendering: What rendering back-end does SFML use - I assume it's always OpenGL? This is related to point 2 really.

4. I assume SFML supports fullscreen and multiple windows (I think so if I read the docs right??).

I think that's it for now :) Looking forward to getting stuck in to some code!

Cheers
Ed

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