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Messages - DCurro

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1
I read the joystick tutorial from top to bottom last week, when I implemented it.  Never need to call update.  Guess it caught up to me.

Thank you very much Laurent, that answers my question perfectly!

2
I moved this query to after the RenderWindow was created, and it reports proper connection.  I will do further testing, with multiple controllers, on multiple platforms.

EDIT: The CORRECT solution is stated below, by Laurent.

3
Graphics / Re: sf::Shader::isAvailable() breaks asset use
« on: May 05, 2014, 07:23:26 am »
I moved the query after the RenderWindow was created and it solved the problem.  I suspected that this call might have required a GLContext to have been setup.

Thanks anyways!  Hopefully this helps anyone else who has had this problem.

4
Graphics / sf::Shader::isAvailable() breaks asset use
« on: May 05, 2014, 12:53:33 am »
I have not done anything with shaders yet.  I merely call
sf::Shader::isAvailable()

If I remove/don't use the call, everything looks like this:
https://www.dropbox.com/s/qgctd6fkg8uz8ru/normal.png

If I use the call, everything looks like this:
https://www.dropbox.com/s/femb2d20mf4y0o7/broken.png

Remember, I am only using any sf::Shader stuff once, and it's with the sf::Shader::IsAvailable().

Using OSX, Intel i7 all the ram in the world, with the best graphics card that comes with a new Macbook pro.

5
This occurs on both OSX, and Windows.  It occurs for both wired XBox360 and wired Logitech Dual Action.

if(sf::Joystick::isConnected(0)){
        std::cout << "Joystick 0 is connected" << std::endl;
} else {
        std::cout << "Joystick 0 is NOT connected" << std::endl;
}

returns "Joystick 0 is NOT connected".

But, input for the first controller is still accepted, just as normal.  Wireless controllers are recognized properly, though.

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