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Messages - kenpower

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Graphics / Drawing text using when using a view causes bad aliasing
« on: February 17, 2023, 01:50:52 pm »
Hi,

I'm drawing text into a window with a custom view. I'm using the view to zoom in/out. But my text is suffering terrible aliasing (thin horizontal lines are disappearing) when I zoom in. My guess is that the text is being draw on non-integer positions within the view.

What can be done to mitigate this?

Thanks


2
General / Re: Forcing a x86 build on x64 machine CI sever (github actions)
« on: December 02, 2021, 10:05:55 am »
Thanks:
 
For people finding this question, I did (for dynamic linked libs in x86):

cmake -B build -DSFML_USE_STATIC_STD_LIBS=FALSE -DBUILD_SHARED_LIBS=TRUE -A Win32

I guess I was confused as I could not see a x86 option in ci.yml. I was couldn't see how the 32 bit builds were generated.

3
General / Forcing a x86 build on x64 machine CI sever (github actions)
« on: December 01, 2021, 10:50:07 pm »
Hi,

I am running a github action to build/test an app using SFML.
As part of the build script, it clones SFML and builds it.

The problem occurs when I link the app with a x86 config, it complains (one error for every sfml call)

"error LNK2019: unresolved external symbol "__declspec(dllimport) public: int __thiscall sf::Time::asMilliseconds(void)const"[/tt]
and
C:\Program Files (x86)\SFML\lib\sfml-window-d.lib : warning LNK4272: library machine type 'x64' conflicts with target machine type 'x86'

The problem goes away if I build my app with x64 config. But I need a 32bit build.

I've looked at the SFML Cmake files and it seems that the 32/64 build decision is based on a size of a pointer, so not easily configurable.

How can I force a 32bit build of SFML on a 64bit machine?

4
General discussions / Re: Any idea on when SFML 2.2 will be out?
« on: February 26, 2014, 11:21:45 am »
Is it likely that SFML 2.2 will be out by Sept 2014 (start of next Academic year)?

Fingers crossed!

5
Feature requests / Extremely minimal support for 4x4 transforms
« on: February 25, 2014, 11:15:43 am »
I'm an educator who uses SFML to teach some graphics programming. I love it. My students can be up and running quickly writing 2D games, then later we can incrementally add raw 2D- OpenGL, eventually moving on to GLSL shaders and then 3D OpenGL, all in the same SFML framework.

SFML is great because it hides a lot of the nitty-griitty around setting up windows, loading textures loading compiling and linking shaders, while allowing me the freedom to do relatively advanced stuff like GLSL and 3dOpenGL.

However, there is one small issue which would help me out greatly, that is passing full 4x4 matrices to the shaders using SFML, which of course is necessary for any non-trivial GLSL shader.

SFML does pass 4x4 matrices to shaders, via trasforms, but the code only allows us to write to the 3x3 submatrix. All I ask is either

a new  transform constructor which takes a float[16] as a parameter,

or a new method on the shader like this one;

Shader::setParameter(const std::string& name, const float m[16]); // can reuse the code from the trasform version  


I'll use GLM to generate the actual matrices, I just need a sfml native way to get the 4x4 matrix into the shader

I know Laurent has often said that he will only support 2D features, but this is such a small change and would help so much.

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