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Messages - Calx

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General discussions / Re: VertexArray UV coords.
« on: March 13, 2017, 09:08:28 am »
Maybe it would be best if texture coordinates were normalized, and there was a function to convert from pixels if you prefer working that way.

That'd be ideal. I'm generating textures procedurally with different parameters per resolution/density so i'm in exactly the situation you've described.

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General discussions / Re: VertexArray UV coords.
« on: March 07, 2017, 08:18:10 pm »
I wasn't aggressive. Your replies came across as dismissive, that's all. But let's chalk it down to language, there's certainly no need for an apology, but thanks all the same. I've not actually offered any feedback on the library as a whole either, but having read the books, and used the library extensively I'd offer the following:

Adopt industry standards where they wont interfere with your overall vision for the project - i.e here, where any user coming from literally any other framework or application I'd expect to find UV coordinates normalized, and anyone who uses this framework from a no knowledge start point will then go on to be confused when they find the situation everywhere else to be different.

Simple Vector maths library, I realise this is now a pretty ancient debate and I've read both sides, but honestly, SFML will continue to feel incomplete until it does this. Your audience is (probably) mainly 2D pixel graphics style games on the whole so why not provide the basic maths for dealing with that. I get that it's a media library, but you offer Sprites (quite game specific, no?), but not Pi or a few simple operator overloads for working with vectors?

Anyway, thanks for your time, and for the effort you put in to SFML.

Dave

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General discussions / Re: VertexArray UV coords.
« on: March 07, 2017, 02:55:37 pm »
Only in your last post, I see the real questions you want answers for. How should we be able to provide answers to your questions, if you don't ask them in the first place?

Well, no. My initial question was clear, and was answered, defensively, and so didn't really invite any further conversation. I've no interest in API changes, I've no interest in feature requests, I was just opening a dialog about the design decision, but honestly I genuinely don't care that much, i'll just use something else / nothing. It's only a Sprite handler after all.

All the best

Dave

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General discussions / Re: VertexArray UV coords.
« on: March 07, 2017, 01:45:12 pm »
I'm not looking for a GL Wrapper, it's the actually the classes you mentioned that interest me, (which incidentally is exactly where I would expect to find per pixel values as opposed to normalised) - It begs questions as to what happens in the vertex shader? Where are my values re-interpolated back to 0/1 space. These are all questions I came here looking to understand a bit better, and discuss. I'm interested in why you have made these design decisions, I'm not suggesting you've done anything wrong, or that you change anything.

So, the real disappointment here is only your continual pissy tone. Which, (from what I can gather from Googling questions about the API and reading a decent cross-section of your replies) seems to be par for the course here. It's a shame that SFML fails to provide the same friendly learning environment so successfully provided by the likes of Unity, Processing, Cinder, OpenFrameworks etc, cos unlike some of the aforementioned you have excellent documentation and reference available.

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General discussions / Re: VertexArray UV coords.
« on: March 07, 2017, 11:25:58 am »
Why would you "struggle"?

I don't think you would, that's entirely my point.

Additionally, it's consistent with the textureRect property of sprites and shapes. Nobody ever complained about this one, so why would that be different for texture coordinates?

I think I've misjudged who you're aiming SFML at. I just wanted to do less GL/Windows boilerplate and saw SFML as a great option for exactly that - I wasn't expecting to find time-honoured approaches to be different to literally every other thing out there in the name of making stuff intuitive for beginners. I understand your stance, I just think it makes it less attractive for me.


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General discussions / Re: VertexArray UV coords.
« on: March 07, 2017, 10:01:09 am »
Interesting. For what it's worth I think if you've come far enough that you're setting up your own vertex buffers, you're probably not going to struggle with the concept of UV's being normalised.

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General discussions / VertexArray UV coords.
« on: March 06, 2017, 10:27:21 pm »
Hi

Regarding VertexArray:

Texture coordinates are defined in pixels (just like the textureRect of sprites and shapes). They are not normalized (between 0 and 1), as people who are used to OpenGL programming might expect.

Would someone be kind enough to explain this decision to me? As the statement above in the (brilliant, btw) documents admit it's at odds with basically every other application, framework and workflow I've ever used. Was there a reason to go against the grain on this one?

Just to reiterate, I'm not complaining, just looking to further understand the reasoning behind this.

All the best

Dave

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