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1
Graphics / Text problem, letters are superimposed
« on: September 24, 2014, 08:31:09 am »
Hello all, i created simple example for windows using Text and Font classes
 window = new RenderWindow(new VideoMode(800, 600), "TextTest", (int)SFML.NET.Window.Window.Style.Default, new ContextSettings());

            var font = new Font();
            font.LoadFromFile("Resources/sansation.ttf");

            var text = new Text("Exa", font, 30u, Color.Green);
            text.SetPosition(new Vector2f(30f, 50f));
            text.Color = Color.Green;

            while (window.Window.IsOpen())
            {
                window.Clear(Color.White);
                window.Draw(text);

                window.Window.Display();  
            }
you can see result on the screen
i set string "Exa" but get Eaa.

does somebody ideas what is problem?

2
General / Re: EGL/egl.h file not found in XCode project after CMake
« on: August 21, 2014, 09:13:27 am »
i want to work with ios

3
General / EGL/egl.h file not found in XCode project after CMake
« on: August 21, 2014, 08:56:24 am »
Hello,

let me describe the problem,
i download the latest sources and create XCode project using CMake, in configuration CMake i followed instructions from tutorial on this site, also i set such flags
SFML_BUILD_EXAMPLES
SFML_OPENGL_ES
SFML_INSTALL_XCODE_TEMPLATES

after creation XCode project was done i try build it in XCode but buil is failed with error "EGL/egl.h file not found"

i use mac mini with OS X 10.9.4

Can someone help?

4
Graphics / Re: Impossible to create render texture (failed to link...
« on: August 18, 2014, 02:34:34 pm »
thanks for reply, next time i will create new thread, so

1. i use mac mini with OS X 10.9.4
2. graphics card Intel HD Graphics 4000, processor Intel Core i5
3. i'm using .Net version of the binding, i use the latest version of SFML from sources
maybe it is important i use Xamarin studio to run .Net code on mac
4. It is the Application class with main method

using System;
using System.Collections.Generic;
using System.Linq;
using MonoTouch.Foundation;
using MonoTouch.UIKit;
using System.Drawing;
using OpenTK.Graphics.ES11;
using SFML.IOS.IOS;
using SFML.NET.Graphics;

namespace GLPaintGameView
{
        public class Application
        {
                static void Main (string[] args)
                {
                        UIApplication.Main (args);
                }
        }

        // The name AppDelegate is referenced in the MainWindow.xib file.
        public partial class AppDelegate : SFAppDelegate
        {
                // This method is invoked when the application has loaded its UI and its ready to run
                public override bool FinishedLaunching (UIApplication app, NSDictionary options)
                {
                        SFML.NET.Window.Platform.Instance = new SFML.NET.iOS.IosPlatform ();

                        var test = new RenderTextureExample ();
                        test.Run ();

               
                        return true;
                }

                // This method is required in iPhoneOS 3.0
                public override void OnActivated (UIApplication application)
                {
                }

        }
}

 

it is the example

using System;
using SFML.NET.Graphics;
using SFML.NET.Systems;
using MonoTouch.UIKit;
using MonoTouch.Foundation;
using MonoTouch.CoreGraphics;

namespace GLPaintGameView
{
        public class RenderTextureExample
        {
                static RenderWindow window;

                public void Run()
                {
                        window = new RenderWindow (new SFML.NET.Window.VideoMode (400, 400), "SFML for Ios", (int)SFML.NET.Window.Window.Style.Default, new SFML.NET.Systems.ContextSettings ());

                        var vertices = new[] {
                                new Vertex (new Vector2f (10f, 10f), Color.Green),
                                new Vertex (new Vector2f (100f, 10f), Color.Cyan),
                                new Vertex (new Vector2f (100f, 100f), Color.Blue)
                        };

                        var renderTexture = new RenderTexture ();

                        renderTexture.Create (200u, 200u, false);

                        renderTexture.Clear (Color.Red);

                        renderTexture.Draw (vertices, 3u, PrimitiveType.Triangles, RenderStates.Default);
                        renderTexture.Display ();

                        window.Clear ();

                        var shape = new RectangleShape (new Vector2f (300f, 300f));

                        shape.SetTexture (renderTexture.GetTexture ());
                                //shape.SetPosition (new Vector2f (300f, 30f));

                        window.Draw (shape);

                        window.Window.Display ();
                }
        }
}

 

it is the IosPlatform class

namespace SFML.NET.iOS
{
    using System;
    using System.Collections.Generic;

    using MonoTouch.UIKit;

    using SFML.IOS.IOS;
    using SFML.NET.Systems;
    using SFML.NET.Window;

    public class IosPlatform : Platform
    {
        public override VideoMode GetDesktopMode()
        {
            var bounds = UIScreen.MainScreen.Bounds;
            return new VideoMode((uint)bounds.Size.Width, (uint)bounds.Size.Height);
        }

        public override List<VideoMode> GetFullscreenModes()
        {
            var desktop = this.GetDesktopMode();
            var list = new List<VideoMode>();
            list.Add(desktop);
            list.Add(new VideoMode(desktop.height, desktop.width, desktop.bitsPerPixel));
            return list;
        }

        public override GlContext CreateContext(EaglContext shared)
        {
            return new EaglContext(shared);
        }

                public override GlContext CreateContext(EaglContext shared, ContextSettings settings, WindowImplUiKit owner, uint bitsPerPixel)
        {
            return new EaglContext(shared, settings, owner, bitsPerPixel);
        }

        public override GlContext CreateContext(EaglContext shared, ContextSettings settings, uint width, uint height)
        {
            return new EaglContext(shared, settings, width, height);
        }

        public override PlatformWindow CreateWindow(VideoMode mode, string title, uint style, ContextSettings settings)
        {
            return new WindowImplUiKit(mode, title, style, settings);
        }

        public override PlatformWindow CreateWindow(Window owner)
        {
            return new WindowImplUiKit(owner);
        }
    }
}
 

 

5
Graphics / Re: Impossible to create render texture (failed to link...
« on: August 18, 2014, 07:45:04 am »
i have the same issue but i'm not sure that problem is with getMaximumSize() method in my case.
i try to run following code on mac for ios

window = new RenderWindow(new VideoMode(320, 480), "TestTexture", (int) SFML.NET.Window.Window.Style.Default,
                new ContextSettings());

            var vertices = new[]
                           {
                               new Vertex(new Vector2f(10f, 10f), Color.Green),
                               new Vertex(new Vector2f(100f, 10f), Color.Cyan),
                               new Vertex(new Vector2f(100f, 100f), Color.Blue)
                           };

                var renderTexture = new RenderTexture();
                renderTexture.Create(200u, 200u, false);  
 
                renderTexture.Clear(Color.Gray);
                renderTexture.Draw(vertices, 3u, PrimitiveType.Triangles, RenderStates.Default);
                renderTexture.Display();


                window.Clear();

                var shape = new RectangleShape(new Vector2f(300f, 300f));
                shape.SetTexture(renderTexture.GetTexture());
                window.Draw(shape);
                window.Window.Display();
 

i get An internal OpenGL call failed in unknown (0)
 : GL_INVALID_OPERATION, the specified operation is not allowed in the current state, after renderTextureCreate(200u, 200u, false) method,
then i get Impossible to create render texture (failed to link the target texture to the framebuffer)

main is that on windows desktop this example works well

maybe somebody can help

6
Graphics / Re: Glyph problems
« on: August 04, 2014, 10:04:32 am »
Thanks, it is that i needed

7
Graphics / Glyph problems
« on: August 04, 2014, 08:05:55 am »
Hello people!
I have issue with Text drawing. Main reason is that app crashes when i try to get bounds from glyph as it shows following code

Text class, method EnsureGeometry()
 // Extract the current glyph's description
                var glyph = Font.GetGlyph(curChar, CharacterSize, bold);

                var bounds = glyph.GetCBox(GlyphBBoxMode.Pixels);

                var left = bounds.Left;
                var tvop = bounds.Top;
                var right = bounds.Right;
                var bvottom = bounds.Bottom;
 

i use SharpFont.Glyp class
Font class method LoadGlyph()
 SharpFont.Glyph glyph = new SharpFont.Glyph((IntPtr)glyphRecPtr, LibraryInstance);

i noticed that in  source code of sfml using class Glyph with Bound property and method GetCBox doesn't use
 const Glyph& glyph = m_font->getGlyph(curChar, m_characterSize, bold);

        int left   = glyph.bounds.left;
        int top    = glyph.bounds.top;
        int right  = glyph.bounds.left + glyph.bounds.width;
        int bottom = glyph.bounds.top  + glyph.bounds.height;
Finally, what kind of Glyph class uses in sources? because SharpFont.Glyph doesn't have property Bounds (we can get it uses only GetCBox method that crashes app :()

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