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Messages - notnowlewis

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In the same time, I'm not actually advocating using time as reference because it would imply providing an update loop.

Instead, I'm advocating providing tools to quickly setup your own tweening by calling some system regularly with an update of where between the beginning 0 and the end 1 of the animation (this is the general term for this) the generated/animated values should be.

That way, it would be easier to setup tweening for your specific context of use of SFML (which carefully avoid providing a framework but just provide building blocks).

Agreed, the time/update loop shouldn't be required, it's just an example of what I'd want to be able to do with tweening classes.

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Would that clip the texture, or would I end up with the whole texture, but squished at one edge?
If you assign a rectangular texture area, it will be squished. But as I said (many times in this thread) it will lead to incorrect texture mapping as shown in the various links that I posted.

Ah, I missed those, I didn't have notifications turned on for this thread.

Thanks for being patient with me, I really appreciate the time you put in on the forums, and on SFML. Also, I finally understand the issues now!

3
squish it into a trapezoid

As laurent said the depth part of what you want is impossible to do with SFML, but if all you want is a trapezoid then use an sf::VertextArray to draw your texture and on one edge move your points closer/farther away from each other.

Would that clip the texture, or would I end up with the whole texture, but squished at one edge?

4
Thanks, i tried searching but kept getting DB errors.

Thanks for clarifying things. I'll have to do a bit more thinking!

5
Ah, maybe I misunderstood or didn't explain myself very well. i don't want a 3d transform, I want to take a texture which is currently in a rectangle http://i.imgur.com/HYbDVos.png and squish it into a trapezoid http://i.imgur.com/uVl0d1y.png

Is that possible? Some of the reading I've done suggests "yes", some suggests "no". I just want to make sure in case I wasn't clear when i first asked :)

6
Coming from a cocos2d(-x) background, tweening is the one thing I miss. I thought there would be much more, but working through the SFML book has really improved my C++ and SFML is great! At the same time, being able to say to a multimedia library, "put this sprite here, over the next 5 seconds, move it to here and scale it to this value" seems reasonable.


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So you know what I want to achieve, I want to take an image like this: http://i.imgur.com/qH8YCRS.png and apply a perspective effect, so it ends up like this: http://i.imgur.com/AUvpyKd.png

I know I can do that type of transformation in GIMP with a 3x3 matrix, but I want to understand *how* it works :)

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Graphics / Transforming a sprite with a 3x3 matrix - where to start?
« on: July 08, 2013, 10:58:50 am »
I have no idea how the values in a 3x3 matrix work to transform a sprite. I have done a little reading on the math of matrix transformations, but I can seem to make the connection between the values in the matric and how the look of my sprite changes. Where can I find some good examples and tutorials on using them?

9
General discussions / Re: SFML Game Development -- A book on SFML
« on: July 08, 2013, 10:51:26 am »
Bought this book at the weekend, really enjoying it so far. A chapter on box2d would be great for the next version :)

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