Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Dominator

Pages: [1] 2 3
1
DotNet / Re: DllNotFoundException even with .config DllMap
« on: September 20, 2013, 11:34:03 pm »
Try adding a line for csfml-window-2 in your sfmlnet-graphics-2.dll.config so it looks like this:

Quote
<configuration>
      <dllmap os="linux" dll="csfml-graphics-2" target="libcsfml-graphics.so.2" />
      <dllmap os="linux" dll="csfml-window-2" target="libcsfml-window.so.2" />
</configuration>

I had a similar problem and that fixed it for me.

2
Finally had some time today to look further into this issue. :)

This commit fixes this problem:
https://github.com/SFML/SFML.Net/commit/0104063bdc873c4363a4b9f6109c965d4437050c

So the packages on the SFML.NET download page need to be updated.

3
I can confirm that the C++ version works perfectly fine.

4
I'm also experiencing this with SFML.NET from here: http://www.sfml-dev.org/download/sfml.net/

Windows 8 Pro
Visual Studio 2012
GeForce GTX 670 with driver 320.18

5
Graphics / RenderImage doesn't work
« on: January 31, 2011, 03:59:51 pm »
I looked further into this issue and found out that neither the FBO method nor the P-buffer method work, but both claim to be supported.

The FBO method is used by default and there is no console output, but when I forced the P-buffer method to be used I got the following message:

Code: [Select]
Impossible to create render image (failed to match the requested size). Size: 0x0 - Requested: 160x120

Looks like I'll have to switch back to SDL if this can't be fixed.
At least it is more hardware independant compared to SFML with it's current issues with ATI and Intel graphics... :?

6
Graphics / Re: RenderImage doesn't work
« on: January 30, 2011, 11:17:33 pm »
Quote from: "ritave"

intel integrated graphics
RenderImage::IsAvailable() returns 1


Quote from: "mistagiggles"

RenderImage::IsAvailable() returns 1
Using the standard intel drivers


Same problem here:
Arch linux, intel drivers, RenderImage::IsAvailable() returns 1, but no visible renderimages.

I tested the same code on a windows machine and another linux machine, both with nvidia graphics and no problems there.

So it's very likely to be an issue with the linux intel drivers.  :cry:

7
General / Image::LoadFromPixels() - Don't understand.
« on: June 30, 2010, 12:18:38 pm »
I can't say it for everyone but I for myself would prefer the 1D byte array.
In my opinion it's much easier to work with when sending over the network (the Image object is not serializable).

But pixel manipulation could probably be easier with the 2D array, no idea, I didn't need it yet.

Maybe make both possible 1D and 2D?
I for myself would be happy if the constructor accepted a byte array. :)

I think it could be a good idea to wait for other people's opinions. ;)

8
General / Image::LoadFromPixels() - Don't understand.
« on: June 29, 2010, 10:08:20 pm »
Hi!

How can I achieve this in DotNet?

The Image constructor only accepts a 2-dimensional array of type Color, but the property "pixels" returns a byte array.

Shouldn't there be an easier way without having to convert the array?

Thanks!

9
Graphics / Thin Shapes + views
« on: December 12, 2009, 10:48:09 pm »
Maybe it's related to this issue:
http://www.sfml-dev.org/forum/viewtopic.php?t=1828

10
Graphics / SetFramerateLimit problem
« on: December 12, 2009, 01:03:12 pm »
Now I have strange issues with the framelimit on a different computer.

Setting the framelimit to 60 results in 50 fps.
But when using VSync it reaches nearly exactly 60 fps.

So to get over the 50 fps, I had to set 90 fps as framelimit (which results in 100 fps), but this works only occasionally, sometimes it's capped at exactly 64 fps (like in the original issue in this thread), but most time it's 100 fps.

From what I can see, is that the factor 2 is somehow involved.

32 vs 64 fps
50 vs 100 fps

11
C / Problem compiling CSFML in Ubuntu
« on: December 11, 2009, 09:19:10 pm »
I got it working by adding -I../../../../include to CFLAGS.

12
General / Performance within VirtualBox
« on: December 10, 2009, 11:58:45 pm »
Quote from: "kullerhamPster"
glxgears claims to render around 12800 frames in 5 seconds.

Looks like OpenGL is hardware accelerated for you.
You should try SFML2, it may fix your issue.

13
C / Problem compiling CSFML in Ubuntu
« on: December 10, 2009, 11:45:47 pm »
I checked it out again from branches/sfml2 in a new empty directory to be sure that nothing went wrong with the update, but I still get the same error.

14
C / Problem compiling CSFML in Ubuntu
« on: December 10, 2009, 06:54:21 pm »
In Windows it works for me too.

I compiled SFML from the root directory, but I changed into the CSFML directory to compile CSFML, is this the wrong way to do it?

I believe I did it the same way when I compiled it before.

15
C / Problem compiling CSFML in Ubuntu
« on: December 10, 2009, 05:52:40 pm »
I updated SFML2 from the SVN repository today.
Then I successfully compiled SFML, but when I tried to compile CSFML I got the following error:

Code: [Select]
g++ -o Clock.o -c Clock.cpp -W -Wall -pedantic -Wno-unused -I../.. -I../../../include -g -O2 -DNDEBUG -fPIC -DCSFML_EXPORTS
In file included from Clock.cpp:29:
../../SFML/System/ClockStruct.h:31:33: error: SFML/System/Clock.hpp: No such file or directory


The file isn't missing, so what's the problem here?
Did a path change in an update?

Pages: [1] 2 3
anything