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Messages - Lynix

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1
General discussions / Re: SFML 2.2 - Next-Gen Multimedia Capability Today
« on: December 14, 2014, 11:32:51 pm »
Yup, i'm the one who fell for it, and i'm actually very tired because I had to work hard today ;D

Nice one btw, maybe even a little bit too "serious" (We basically had the same thing with Microsoft and DirectX years ago).

2
System / Re: Footprint size of sf::Mutex
« on: May 25, 2014, 04:01:11 pm »
Given that 1 million windows CRITICAL_SECTIONs lock and unlock operations takes only 23.5 nanoseconds, I think the mutex overhead will be negligible. http://preshing.com/20111124/always-use-a-lightweight-mutex/

As your link points out, 23.5 ns is the lock/unlock time for one critical section.
That makes 23.5ms for one million mutex, which is quite expensive to render a frame in a game.

Edit: Oh wait, this thread is old. Sorry !

3
Feature requests / Re: Change Unit of Measure
« on: July 08, 2013, 01:17:43 pm »
The standard C math libraries all use radians so whenever you want to calculate sin or otherwise computations are wasted again.

I guess a question for the author, any reasoning for the use of degrees over radians ?

I am not the SFML author (Laurent is) or an OpenGL programmer but I am going to say I believe the answer lies with OpenGL. From the quick looking at OpenGL I just did it seems that OpenGL uses degrees instead of radians and since SFML is a wrapper around OpenGL, Laurent decided to let the conversions up to the user instead of providing an API with radians.

http://stackoverflow.com/questions/2146884/why-does-opengl-use-degrees-instead-of-radians
http://www.swiftless.com/tutorials/opengl/rotation.html

This has nothing to do with OpenGL, it's a choice Laurent has made, he doesn't use any OpenGL function that takes angles.
Degrees are easiers to work with, that's why (I think).

4
General / Re: Do my framebuffers survive a window recreatation?
« on: March 14, 2013, 10:10:33 pm »
Quote
Do my framebuffers still exists after recreating the window
Yes, they should.

http://www.opengl.org/registry/specs/ARB/framebuffer_object.txt
Quote
* ARB FBOs are not shareable.

So I think they get destroyed with the window.

5
Graphics / Forcing a certain GLSL specification
« on: February 01, 2012, 12:03:55 am »
"#version 110" ?

6
Graphics / Is it possibile to something like this with blending?
« on: December 31, 2011, 01:46:06 pm »

7
Window / Using SFML 2.0 and OIS
« on: July 15, 2011, 02:49:16 pm »
(Looking at your location) There's a french forum here : http://www.sfml-dev.org/forum-fr/ :)

8
Window / OpenGL cubes some faces see-through?
« on: January 29, 2011, 02:47:54 pm »
Nope, i think he doesn't have a depth buffer, or the depth test is not enabled

9
Window / OpenGL cubes some faces see-through?
« on: January 29, 2011, 11:52:58 am »
What about glEnable(GL_DEPTH_TEST); ?

10
Graphics / lines appearing on sprite edges
« on: January 17, 2011, 02:42:12 pm »
Image::SetSmooth(false) ?

11
Feature requests / System Info
« on: December 15, 2010, 02:09:14 pm »
Actually, it's GPL

http://sourceforge.net/projects/sigar/
GNU General Public License (GPL)

12
General / Window Movement
« on: November 23, 2010, 08:16:14 pm »
QT = QuickTime
Qt = http://qt.nokia.com/products/

"QT" is an acronym, "Qt" is not.

13
Graphics / Hide overflown contents from a set boundary
« on: September 24, 2010, 05:21:53 pm »
SFML 2 is stable

14
General / Possible to use Ogre3D with SFML?
« on: July 20, 2009, 12:06:36 pm »
You need to get the SFML window handle to use it with ogre.

I've write a function for that, but it need to recompile the library.

Laurent told me that he was maybe going to add it.

15
General / [Newbie Question] Getting global mouse coords
« on: July 17, 2009, 01:29:13 am »
You can get the global mouse coords by using
Quote
App.GetInput().GetMouseX()
App.GetInput().GetMouseY()

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