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Messages - NaCl

Pages: [1] 2
1
System / Program Crash on toAnsiString
« on: November 04, 2014, 12:11:50 am »
Hi! I use the actual commit which seems to crahs randomly in function toAnsiString. I'm on Debian Testing btw.
It also has many "Invalid readsize 8" and brought my system near to crash after trying to inspect it further with valgrind.
Please infor me about the information that might missing.

2
General / Re: GWEN Text gets cut off
« on: November 03, 2014, 11:06:01 pm »
Thank you, I switched to current commit, sadly, as I'm a friend of packages lol, but everything is fine now.

3
General / Re: GWEN Text gets cut off
« on: November 03, 2014, 07:44:20 pm »

I tried this before I posted here. One issue at GWENs repo has some other functions. None works.
What SFML version did you use, FRex? He talked to me.
Okay, then I'll compile sfml master, need to install libudev-dev first at will try it with that.
So GWEN does cut the rendering using getLocalBounds and SFML internally does not? Why does it work with my depreciated version without GWEN?

4
General / Re: GWEN Text gets cut off
« on: November 03, 2014, 04:40:18 pm »
Code: [Select]
#include <SFML/Graphics.hpp>
#include <cmath>

#include "Gwen/Renderers/SFML2.h"
#include "Gwen/Input/SFML.h"

#include "Gwen/Skins/Simple.h"
#include "Gwen/Skins/TexturedBase.h"
#include "Gwen/Controls.h"

int main()
{
sf::RenderWindow App(sf::VideoMode(800, 600), "test");
Gwen::Renderer::SFML2 GwenRenderer(App);

Gwen::Skin::TexturedBase skin(&GwenRenderer);
skin.Init("DefaultSkin.png");
skin.SetDefaultFont(L"Raleway Thin.ttf", 24);

Gwen::Controls::Canvas* pCanvas = new Gwen::Controls::Canvas(&skin);

pCanvas->SetSize(App.getSize().x, App.getSize().y);
pCanvas->SetDrawBackground(true);
pCanvas->SetBackgroundColor(Gwen::Color(150, 170, 170, 255));

Gwen::Controls::Button* pButton = new Gwen::Controls::Button(&pCanvas);
pButton->SetText(L"yyggjjppqq");
pButton->SetBounds(400, 200, 200, 200);

Gwen::Input::SFML GwenInput;
GwenInput.Initialize(pCanvas);
while(App.isOpen())
{
sf::Event Event;
while(App.pollEvent(Event))
{
if((Event.type == sf::Event::Closed))
{
App.close();
break;
}
else if(Event.type == sf::Event::Resized)
{
pCanvas->SetSize(Event.size.width, Event.size.height);
}

GwenInput.ProcessMessage(Event);
}

        App.clear();
pCanvas->RenderCanvas();
    App.display();
}

return 0;
}
Much like the GWEN SFML2 example.
I don't see any need to rebuild SFML as it works totally fine if I use SFML directly...

5
General / Re: GWEN Text gets cut off
« on: November 03, 2014, 04:12:29 pm »
Quote
This one? https://github.com/garrynewman/GWEN
Yes.

Quote
Gwen does clipping on some things it renders via few pure GL calls, maybe that's causing the issue.
I think thats the issue. I don't want to use another font... :(

It's this font here.
Code: [Select]
//constructor
: _guiRenderer(&renderTarget),
  _guiSkin(&_guiRenderer)
{
    _guiSkin.Init(/*guiskinpath*/);

    _guiSkin.SetDefaultFont(/*fontpath*/, 24);
    _guiSkin.GetDefaultFont()->bold = true;

    _guiCanvas = std::move(std::unique_ptr<Gwen::Controls::Canvas>(new Gwen::Controls::Canvas(&_guiSkin)));
    _guiCanvas->SetSize(/**/);
    _guiCanvas->SetDrawBackground(true);
    sf::Color tmp = _config.getAmbient();
    _guiCanvas->SetBackgroundColor({tmp.r, tmp.g, tmp.b, tmp.a});

    _button = std::move(std::unique_ptr<Gwen::Controls::Button>(new Gwen::Controls::Button(_guiCanvas.get())));
    _button->SetText(/**/);
    _button->SetBounds(/**/);
}
//rendering
{
    canvas->RenderCanvas();
}

6
General / Re: GWEN Text gets cut off
« on: November 03, 2014, 03:03:30 pm »
@eXpl0it3r: I don't ask them because they seem to be dead...  Sry for asking it here instead :-[

I compiled GWEN again to be 100% sure it uses the current SFML version I have installed, which seems to be indeed 2.1, (debian packages) but I don't get why the text will render correct if I don't use GWEN. Same font, same size, same sf::String initialization-stuff as it is in GWEN, and it renders fine.
Thats whats making me curious. I might try another version.

7
General / Re: GWEN Text gets cut off
« on: November 03, 2014, 02:51:45 am »
Any kind of text displaying object, label, button, gwen Windowtitles, ...., suffers from not displaying some glyphs completly. Got an SFML2 Render and a simple canvas, just like in the example, but not with the UnitTest of course I added some Object which has the canvas as parent.
Pulled GWEN from its git repo two days ago.

8
General / GWEN Text gets cut off
« on: November 03, 2014, 01:30:40 am »
Hi!
I use GWEN for GUI rendering because it's the only library I somehow like to use, (I'm not used to code in html and css in a C++ app, thats kindof really ugly) but I really don't like how it is internally. :-\
The problem is, that text gets cut off for specific fonts at some point. For me its now the bottom and all letters which go down, like 'y' or 'g', get the under part cut off.
To render text it does this:
Code: [Select]
sf::Text sfStr(text, *pSFFont, pFont->realsize);
sfStr.move( pos.x, pos.y );
sfStr.setColor( m_Color );
m_Target.draw( sfStr );
So I think that it's Label class uses some kind of buffer to render the text into, as this code is totally fine with the same font just without GWEN.
Does somebody now a fix? I'm searching inside its source but its really hard to get through.

9
Graphics / Re: FadeIn
« on: July 06, 2013, 01:42:27 am »
You're a saint! :)
Thanks!

Salt

10
Graphics / FadeIn
« on: July 05, 2013, 09:26:55 pm »
Hi!
I'm asking for a fadeIn and for a fadeOut effect, of course how I could do that.
The problem is, that my background isn't regular and in some cases it is regular, but the alpha value is <255 so that a simple sprite wouldn't work.
It wouldn't be soooo hard*, if I wouldn't want to make it like this. A smooth fading from left->right and vice versa.

*I would code a class which inherits from sf::xyz and which would give me access to the letters, if possible. It was just an idea, I didn't checked if it would work or not.

Please give me suggestions!  :-\
Thanks! :)

Salt

11
I solved it.
There was just a wrong operator in my code, which was hard to localize. Thanks anyways! :)

Salt

12
Well lets say I create a sf::RectangleShape on the position 400|300.
Then its right in the middle of the screen. On (800|300) it isnt visible anymore. So yeah...
Ive had a long Debug-Session.  :-\

Salt

13
Window / Fullscreen-Errors with sf::RenderTexture/sf::RenderWindow ?
« on: June 23, 2013, 01:29:09 am »
Hi!
I wonder why, but if I create a sf::RenderWindow(sf::VideoMode::getFullscreenModes()[0], "blabla", sf::Style::Fullscreen) together with a sf::Rendertexture, I get a 800 by 600 resolution, not a 1600 by 900 resolution. (sf::VideoMode::getFullScreenModules()[0] width: 1600 height: 900)
No scaling! I have no idea why it is 800x600 and not 1600x900... I mean, I have the Hardware to use such a sf::VideoMode! ._.
Some Information:
Code: [Select]
General Information :
Manufacturer : NVIDIA Co
Version : 4.3.0
Renderer : GeForce GT 44
Shading Language : 4.30
Acceleration : Yes, Hard

Texture Information :
Maximum Texture Size : 1
Maximum Texture Size Cub
Maximum Texture Size 3D
Draw Buffers : 8

Supported Resolutions:  http://pastebin.com/cyurwYXn

Thanks for help,
Salt

14
SFML projects / Re: Thor 2.0
« on: June 19, 2013, 08:45:31 pm »
It works now, thanks.
I reinstalled VS and recompiled SFML + Thor directly after a new download.
Thanks

Salt

15
SFML projects / Re: Thor 2.0
« on: June 19, 2013, 02:12:26 pm »
Yes and yes.
/MDd was already enabled, in every project.  :-\

Salt

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