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Messages - fubris

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Graphics / Re: tearing/stuttering and possible sultions
« on: February 21, 2018, 11:59:26 pm »
Did you tried to remove the 60 fps frame rate limit you set and replace it with setVerticalSyncEnabled ?

well I enabled vertical sync on the Graphics card itself. That helped a lot, it didn't completely eliminate the stuttering but now they come once in a while and when they do occur they are just barely noticeable. It's better than before. Anywhere, how did the code behave on your machine?

2
Graphics / Re: tearing/stuttering and possible sultions
« on: February 21, 2018, 06:52:50 am »
I have managed to reduce the tearing or stuttering by configuring my Intel HD graphics 510 card to run at optimal performance and used vertical sync. thus I have concluded that the tearing/stuttering I am experiencing is hardware depended. I will build and test this code on more powerful GPUs and compare the results.

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Graphics / tearing/stuttering and possible sultions
« on: February 20, 2018, 02:55:37 pm »
Hello everyone, I really need your help I am trying to build a rouge like top down shooter. I will have a tiling background. I have attached the code for the tiling background. you can use your own tile just update the height and width to reflect that. Anyway,  when I build and run this code on my laptop ( ASUS X54IU running an intel i5 with no alternative graphics processor) I can clearly start seeing occasional tearing orstuttering. I have googled like crazy and everybody keeps referring to the following leak https://gafferongames.com/post/fix_your_timestep/ . I have looked through it numerous times and become confused more and more every time I go through it. Is what the article is talking about the only way to solve the stuttering/tearing. If so can somebody direct me to some compile-able code. I am open to any other suggestions

 

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Graphics / Re: My sprite stutters when it moves after using a delta
« on: February 20, 2018, 02:52:33 pm »
In the link posted above by zsb (Fix Your Timestep), the stuttering you describe is only (finally) fixed in the very final step ("The final touch"), which is undoubtedly the most confusing. I'd recommend working through the entire article though - understanding each part - and if, when getting to that final part, you have trouble understanding it, have a break and come back later. It helps. If you understand it all first time, though, that's awesome!

I actually created a timing library with classes that help with this sort of thing. People are probably a bit bored of my links to it though  :D

I would really appreciate those links to those libraries... please?

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Graphics / Re: SFML rotation looks awful
« on: December 27, 2017, 09:09:48 pm »
thanks... you suggestion of anti-aliasing sent me to this thread

https://en.sfml-dev.org/forums/index.php?topic=8685.0

where i discovered that anti-alising on the window has been deprecated  and has been replaced with Setsmooth(true) on the texture element. either way my sprite looks much better now. thanks  ;D

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Graphics / SFML rotation looks awful
« on: December 27, 2017, 07:42:39 pm »
Everything was working smoothly just as advertised until I started rotating sprites. I searched all over the web and it seems I am the only one with this issue.

this is my drawing code:

        sf::Texture tex;
        sf::Sprite cartoon;
        sf::RenderWindow canvas(sf::VideoMode(800, 600), "SFML window");
        assert(tex.loadFromFile("..\\Debug\\blue.png"));
        cartoon.setTexture(tex);
        cartoon.setPosition(300, 300);
        canvas.draw(cartoon);

the above works perfectly as seen in the the attachment "norotation.png"

        cartoon.setPosition(300, 300);
        cartoon.setOrigin(tex.getSize().x / 2.f, tex.getSize().y / 2.f);
        cartoon.setRotation(12);
        canvas.draw(cartoon);

The above code does rotate the sprite but result looks awful and pixelated as seen in the attachement "rotated.png"

why on earth is the rotated image look so bad?

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