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Messages - Grimshaw

Pages: 1 ... 26 27 [28] 29 30 ... 40
406
SFML projects / Re: SFML Light System - Let There Be Light
« on: March 27, 2012, 03:13:44 am »
You mentioned multiple quads with light systems in each, are you trying to draw multiple, separate light systems at once? If so, I can add support for that, it is not a big change.

That is exactly what i am doing :) If everything is properly encapsulated, that should work automatic, if it works for one case, it should work for all..

I want to have rectangles, with any proportions, which act as boundaries for the light system quad tree. Lights may go out of the rectangle, but will not lose the normal proportions, whatever the rectangle is.. This is because i have arbitrary sized streaming regions. They are pretty big, so i need to make a clear separation, and fast enabling/disabling of a region.

Plus, I don't get it about the views, what is written in the manual. The view should be synced in lighting and in world... This is exactly what i dont want, why would the light follow the view as some kind of ui? that doesn't make sense to me, if the world view moves, it simply sees another part of the lighting system, what if i have my regions with different systems, all in screen at once with a large zoom out?

407
SFML projects / Re: SFML Light System - Let There Be Light
« on: March 27, 2012, 12:45:51 am »
In the sample you pass the AABB as (0,0) (screenWidth, screenHeight)..

I have different quads around the world, with arbitrary size and position, i want each of them to display a tilemap and a lighting system on top with a light on its center for testing.

That doesn't work at all, tell me please how it would be done, both in AABB and view. Thanks :)

408
SFML projects / Re: SFML Light System - Let There Be Light
« on: March 26, 2012, 03:23:14 am »
I can't believe this lighting solution was made without considering the situation where the render area is not the screen.. It simply does not work : (

Hey, lolz, can you fix this?

Since you rely on fixed dimensions for the quad tree, we should be able to place the quad tree anywhere like a drawable..

I would create a lighting system for example in (400,400) with size (1000,1000). I would put lights somewhere within (400-1400, 400-1400) so they are within the quad tree and render optimally.

Then, what should happen when I try to render is that the lighting texture is rendered exactly to fit the region I chose before.. This is not happening at all, Help? Thanks :)

409
SFML projects / Re: SFML Light System - Let There Be Light
« on: March 26, 2012, 02:57:14 am »
I've done that either, its not the solution, there are some weird things in here..

410
SFML projects / Re: SFML Light System - Let There Be Light
« on: March 26, 2012, 12:51:40 am »
Hello,

I am myself having trouble with the views...

When I render the sample light system with the view as GetDefaultView(), it renders correctly, even if i move my view around, but it always renders starting from (0,0) , even if i defined the AABB region as something different..

411
SFML projects / Before the Reign
« on: March 15, 2012, 03:39:36 am »
Well worked for me with Win7 32 bits :)

NVIDIA GPU :)

412
SFML projects / Before the Reign
« on: March 15, 2012, 01:45:59 am »
It looks pretty amazing!

Just a tip, you would achieve a better immersion in the game if the character looked more "walky"

Maybe if you tried to add a little up-and-down animation when it walks, should look amazing, maybe even a little footstep sound.

413
General / Spark2 in sfml
« on: March 10, 2012, 04:53:45 pm »
Quad renderer is not working well  i think, i've already posted it on spark forums, ages ago, waiting an answer :)

Use GLPointRenderer and set the type as POINT_SPRITE :)

414
General / Porting to Android / iPhone / Windows Phone
« on: March 10, 2012, 12:41:06 am »
Hello,

I would like to know how hard it would be to port an SFML app to Android / iPhone / Windows Phone.

Yes, each of these platforms. If anyone has tried, i would like to know how it was, and if not, anything you have to say, shoot ! :)

Thanks!

415
Graphics / Feature request for sf::Texture
« on: March 06, 2012, 02:01:06 pm »
But why replicate the texture to use in each of the libraries? When i could share it?

Okay im convinced ahah! :)

416
General / The program can't start because libstdc++-6.dll is missing?
« on: March 06, 2012, 01:13:19 am »
Well, copy that dll to the exe directory. It should be in a bin dir, somewhere within the mingw compiler dir.

417
Graphics / Feature request for sf::Texture
« on: March 06, 2012, 12:49:52 am »
I am using SPARK 2 particle systems, and its renderer gets a texture id,
to draw alpha-tested quads as particles.

Because I load my textures as sf::Texture, i cannot use them with SPARK , because there is no method to get the texture id.

Could you please expose such a method ?! Thanks

418
Graphics / [Search] PartcicleSystem
« on: March 06, 2012, 12:01:17 am »
Some working code to look at.

Code: [Select]

        SPK::System::setClampStep(true,0.1f); // clamp the step to 100 ms
SPK::System::useAdaptiveStep(0.001f,0.01f);
SPK::Ref<SPK::System> sparkSystem = SPK::System::create(true);

renderer = SPK::GL::GLQuadRenderer::create(5,5);

SPK::Ref<SPK::Group> effectgroup = sparkSystem->createGroup(4000);

effectgroup->setName("Cool");
//effectgroup->setRenderer(SPK::GL::GLPointRenderer::create(10));
effectgroup->setRenderer(SPK::GL::GLLineRenderer::create(10, 5));

mySphere = SPK::Sphere::create(SPK::Vector3D(300.f,300.f,0.f),4.0f);

//effectgroup->setRenderer(renderer);
effectgroup->setLifeTime(0.3,0.7);
effectgroup->setColorInterpolator(SPK::ColorRandomInterpolator::create(SPK::Color(0,0,0,255),SPK::Color(0,15,0,255),SPK::Color(0,30,40,255),SPK::Color(50,0,0,255)));
effectgroup->addEmitter(SPK::SphericEmitter::create(SPK::Vector3D(1.0f,0.0f,0.0f),0.0f,2*3.14159f,mySphere,true,-1,3000.0f,10.2f,15.5f));

effectgroup->addModifier(SPK::Gravity::create(SPK::Vector3D(0.0f, -1,0.0f)));


Render code, i absolutely recommend to call ResetGLStates() after rendering your particles.

   
Code: [Select]
SPK::GL::GLRenderer::saveGLStates();
glDisableClientState(GL_COLOR_ARRAY);
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
sparkSystem->renderParticles();
SPK::GL::GLRenderer::restoreGLStates();


Updating the system

Code: [Select]
sparkSystem->updateParticles(DeltaTime);

Can you guide yourself through it? :)

419
Graphics / [Search] PartcicleSystem
« on: March 05, 2012, 09:23:28 pm »
Its as simple as it gets!

If you know how to link the library etc, using it is piece of cake!

You just need to create a system, then update it and render it, there you go.

Tuning the system to what you want is just a matter of playing with it a little. That can be hard to get right, but particle systems always require some understanding or they are way too simple :)

420
Graphics / [Search] PartcicleSystem
« on: March 05, 2012, 06:48:54 pm »
Why like SPARK but not SPARK?! :)

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