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Messages - Cleroth

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1
SFML projects / Re: Let There Be Light 2
« on: October 29, 2016, 08:38:19 pm »
Why are you using VS2012?

2
SFML projects / Re: Let There Be Light 2
« on: June 30, 2016, 08:06:31 pm »
Is there any way to use LTBL with vs 2015?
im trying to get it to work since some time. without any success. the .lib file wont generate & including all the source files into the project didnt work for me either :/
We need to know what errors you are getting not "Didn't work for me either :/". What didn't work

You mean like "It won't make windows files correctly, not sure why"?

3
SFML projects / Re: Let There Be Light 2
« on: February 08, 2016, 03:44:52 pm »
#if !defined(_MSC_VER) || _MSC_VER >= 1900
   #define NOEXCEPT noexcept
#else
   #define NOEXCEPT
#endif
 

4
General discussions / Re: SFML 2.3 Roadmap
« on: May 05, 2015, 04:08:17 pm »
Microsoft stated here that you will be able to upgrade the RC version to the RTM version:
Quote
We've received confirmation from the setup team that upgrading directly from RC to RTM will be supported, with the restriction that they must be the same edition (Community RC to Community RTM, or Enterprise RC to Enterprise RTM).
I'd imagine they'll probably do the same for release. There were warning about Preview versions possibly compromising the system, and those are not present in the RC pages, no matter how much I've searched. I suppose there's still a risk, so I've asked for clarification on that same page.

I guess I'll try my hand at compiling it myself with VS2015 RC again.

5
General discussions / Re: SFML 2.3 Roadmap
« on: May 05, 2015, 01:36:42 pm »
Now that VS2015 RC is out, will there be a download available for it? I've tried building it myself, but there are problems with external binary libs. Maybe there should be sources for the external libs, or at least point out where they are. Is jpeg.lib from http://libjpeg.sourceforge.net/? Which version of FreeType is it? 1.0? 1.1? 2.0.1+?

6
Feature requests / Re: Setting rotation with radians
« on: April 25, 2014, 09:04:56 am »
The degrees are most likely converted to radians internally at some point anyway, hence why using radians could be benificial (but unlikely).

7
Feature requests / Re: Mipmapping for OpenGL texture creation?
« on: April 24, 2014, 10:51:21 pm »
They look exactly the same when you're not zoomed. It's looks slightly smoother when only zoomed out a bit, of which looks better then is a matter of taste.
My point isn't that mipmaps are good everywhere. They're good in some occasions, and some will just prefer them (as I do, and other in this thread have).
I'd rather have a simple toggle than writing my own mipmap functionality with just 5 lines on every texture I want it in.

8
Feature requests / Re: Mipmapping for OpenGL texture creation?
« on: April 24, 2014, 10:39:31 pm »
Look at the video and tell me that looks natural?

9
Feature requests / Re: Mipmapping for OpenGL texture creation?
« on: April 24, 2014, 10:16:39 pm »
I beg to differ. I just implemented mipmaps in my game and have seen far superior quality (at least on zoomed out views, such as minimaps).
It's such a simple change that it makes me wonder why it's not implemented. It's definitely very useful if you want to zoom out or scale down sprites.

And here's some screenshots for comparison:

Original: http://i.imgur.com/t9il2S9.png
Without: http://i.imgur.com/G0bUX8t.png
With: http://i.imgur.com/aaTswQd.png

Without: http://i.imgur.com/v4zCEFP.png
With: http://i.imgur.com/3rjNeXz.png

Without: http://i.imgur.com/lnv3ZoE.png
With: http://i.imgur.com/RNv6MIk.png

Without: http://i.imgur.com/noyWMsk.png
With: http://i.imgur.com/n3hfS4Y.png

I'm sure some may argue that without mipmaps you get more 'detail'. But this detail is pretty... unrealistic, as was as looking competely absurd when you do a smooth zoom: https://www.youtube.com/watch?v=JP108IQsA1o&feature=youtu.be

10
Graphics / Re: Glitch on font rendering (subpixel) and workaround
« on: June 13, 2013, 09:56:23 pm »
I have a GTX 670. I've tried it on my laptop, both with the integrated graphics (Intel HD Graphics 2000) and the High performance (GT 635M). The bug happens on all of those.

Note that it's easier to notice the glitch when you move the text slowly. All I did was make the text follow a game character, which smoothly goes from point A to point B (thus all the fractional values).

11
Graphics / Re: Glitch on font rendering (subpixel) and workaround
« on: June 13, 2013, 09:33:50 pm »
Yes. It happens on SFML 2.0, Visual C++ 11 (2012) - 32 bits. I downloaded a snapshot of current sources (da96ec5811d67c6692751c27b5dc905a23dce3ed) yesterday and it did the same, and that's where I put the workaround.

12
Graphics / Glitch on font rendering (subpixel) and workaround
« on: June 13, 2013, 02:37:21 pm »
I've been trying to render text on SFML with fractional positions, and it all worked fine except for some white pixels appearing at the top left of each glyph:


I thought it was the texture bleeding from another part of the font texture, but I increased the padding and it didn't help.

I found a workaround which offsets the top boundary of the glyph by +1, at Text::updateGeometry:
int left   = glyph.bounds.left;
int top    = glyph.bounds.top+1;
int right  = glyph.bounds.left + glyph.bounds.width;
int bottom = glyph.bounds.top+1  + glyph.bounds.height;

float u1 = static_cast<float>(glyph.textureRect.left);
float v1 = static_cast<float>(glyph.textureRect.top+1);
float u2 = static_cast<float>(glyph.textureRect.left + glyph.textureRect.width);
float v2 = static_cast<float>(glyph.textureRect.top+1  + glyph.textureRect.height);

I'm not entirely sure if this code is correct, it probably cuts off a part of the glyph or something, but so far I haven't seen anything noticeable in my fonts. It's certainly better than having a conspicuous pixel at the top left of nearly every glyph.

After spending three hours for a fix to this problem I'm content with this solution, but I believe the real problem probably lies within Font::loadGlyph. It would be nice to see it properly fixed.
Other than that... I'm having a great time using SFML. I moved from a different engine to this and I don't regret it.

Also, it would be nice having text alignment in hand.

Thank you!

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