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Messages - Raneman

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1
General / Re: SFML on VC++ 2015 (x64)
« on: January 27, 2016, 02:51:15 pm »
-s.dlls ofc, my mistake.

2
General / Re: Possible overflow when using window.setView()
« on: January 27, 2016, 09:42:25 am »
Oh thanks. Well, i think this means i can than call setView() on each draw cycle.

3
General / Re: Possible overflow when using window.setView()
« on: January 26, 2016, 04:38:52 am »
Well then what does this means?
the render-target makes a copy of the view, and doesn't store a pointer to the one that is passed
Dont understand. It looks like pointer to previous class/structure is missed but it is still in memory somewhere.
Quote
If you pass a new view it will overwrite the old view.
Well its more like, "Replace a pointer" than "Replace a variable".

4
General / Re: SFML on VC++ 2015 (x64)
« on: January 25, 2016, 03:02:14 am »
Or just use -d.dll's

5
General / Possible overflow when using window.setView()
« on: January 25, 2016, 12:10:22 am »
Hi there.
Well, i need multiple active views for my game. If i understood Lession section correctley, i assume i should use "window.setView()@" on every frame.
But still the red text paragraph says,
When you call setView, the render-target makes a copy of the view, and doesn't store a pointer to the one that is passed. This means that whenever you update your view, you need to call setView again to apply the modifications.
Don't be afraid to copy views or create them on the fly, they aren't expensive objects (they just hold a few floats).

So now im really afraid of views, because how can i know how much time i have till the memory get fulled with those view objects and crush the game down with an error.
Please, tell me, is there an option to free memory of previous view?

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