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Messages - GSerum

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1
Graphics / Re: Window fullscreen issue.
« on: May 31, 2018, 05:14:56 pm »
Update:
We have 1 laptop with Gnome and hybrid drivers -> Black bar is present
2 laptops with Gnome and only NVidia drivers -> Black bar is present on only 1 machine
1 laptop without Gnome and hybrid drivers -> No black bar

I currently have no idea what causes this.

2
Graphics / Re: Window fullscreen issue.
« on: May 31, 2018, 05:07:04 pm »
Since you seem to run on a Linux, what distro are you using with what window manager (usually belongs in the first post ;) )?

So did you check on which GPU the application runs on?

Distributor ID: Ubuntu
Description:    Ubuntu 16.04.4 LTS
Release:        16.04
Codename:       xenial

I'm using GNome but not everyone in the team is, some use the default window manager.

I did check which GPU drivers were active, and could only find that the laptop was set in hybrid mode, and thus using both?

3
Graphics / Re: Window fullscreen issue.
« on: May 31, 2018, 04:48:24 pm »
But those laptops surely run dual-GPU. When you right click the application and select "Run with Nvidia GPU" do you still get the issue?

So 2 of my team members don't even own an Intel driver, and only have NVidia drivers, yet the issue is also present on their machines. The other 3 all use hybrid drivers

4
Graphics / Re: Window fullscreen issue.
« on: May 31, 2018, 04:26:55 pm »
But those laptops surely run dual-GPU. When you right click the application and select "Run with Nvidia GPU" do you still get the issue?

We're running an sh script to run the game in CLion, when using:
lspci -v | grep VGA
In the command line, i get the following:

00:02.0 VGA compatible controller: Intel Corporation Device 591b (rev 04) (prog-if 00 [VGA controller])
01:00.0 VGA compatible controller: NVIDIA Corporation Device 13b6 (rev a2) (prog-if 00 [VGA controller])
 

5
Graphics / Re: Window fullscreen issue.
« on: May 31, 2018, 04:03:53 pm »
Are you running on an Intel GPU? What's your Intel GPU driver version? Try updating to the latest.

All laptops that run this have the same issue, all NVidia drivers.

6
Graphics / Window fullscreen issue.
« on: May 31, 2018, 03:11:51 pm »
For some reason our screen looks like it's shifted downwards by about 180 pixels or so.

Image: https://imgur.com/slhCOwy

Here's how we create our window:

ContextSettings settings;
settings.antialiasingLevel = 4;

RenderWindow window(VideoMode(static_cast<unsigned int>(Variables::PIXEL_WIDTH),
                                  static_cast<unsigned int>(Variables::PIXEL_HEIGHT)),
                        Variables::GAME_NAME, sf::Style::Fullscreen, settings);

Furthermore we never edit the window.

Where the Pixel width and Pixel height are simply the screen resolution (1920x1200).

When setting the pixel height to a lower value, the screen looks like this (1920x900): https://imgur.com/a/cD34FiR

So that basically takes the screen height being too high out of the picture as cause.

7
Graphics / overlapping of manipulated shapes
« on: May 17, 2018, 10:30:42 pm »
hey hey,

I'm currently trying to find a way to detect collisions between a stretched circleshape and a normal circleshape.

The stretched circleShape is scaled by (2.2, 1.1) aka 2:1 and i like know how to detect collision between the two in all 360 degrees of approach.

Any functions to simply check if pixels of 2 SFML Shapes are overlapping?

Kind regards

8
Window / SFML Super slow on poll event
« on: May 17, 2018, 11:28:31 am »
Hey guys,
We're making a game for a project and we came across the following issue:

Currently we have the window poll event before all game logic, this works however the game logic is super slow, the player movement feels like it moves only twice a second.
When we move the window poll event behind the game logic call, it is super smooth, but we can no longer catch any events and thus cannot use keystrokes, closing the window etc.

For anyone wondering, the windowPointer is a pointer to the window (obviously), we pass this on because every player and object has its own update and render function and thus needs the window to be drawn.

while (window.isOpen()) {

          sf::Event event;
          while (window.pollEvent(event)) {
              if (event.type == Event::Closed) {
                  window.close();
              }
          }

        // Update all game logic.
        gameManager.update(windowPointer);

        // Clear window on each tick.
        window.clear();

        // Draw sand.
        window.draw(protoBackground);

        // Render all game entities.
        gameManager.render(windowPointer);

        // Display the window.
        window.display();
    }

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