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Messages - hippocat

Pages: [1] 2
1
Just subj, trying to use current DC as background sprite but have no idea how to do it properly and effectively

2
Window / sf::RenderWindow crash
« on: March 10, 2010, 09:16:57 pm »
Ok, thanks, it works now. Actually I have huge problem with small sprite that somehow gets stretched as background and have no idea why it appears.

3
Window / sf::RenderWindow crash
« on: March 10, 2010, 08:35:53 pm »
Finally found it

4
Window / sf::RenderWindow crash
« on: March 10, 2010, 08:34:41 pm »
That what I am trying to find, I found SFML 2 tree but not 1.6 :(

5
Window / sf::RenderWindow crash
« on: March 10, 2010, 08:14:42 pm »
Could you give me patch at least ? Is it ok just to check for NULL?

6
Window / sf::RenderWindow crash
« on: March 10, 2010, 07:25:14 pm »
Ok, but on this site I see only download 1.5 Could anybody give me link to 1.6 ? Thanks

7
Window / sf::RenderWindow crash
« on: March 10, 2010, 03:52:53 pm »
I have ATI card, winXP, 2 monitors. So in my code:
Code: [Select]
       sf::WindowSettings st;
        st.AntialiasingLevel = 8;  // Make smooth drawing
        delete(m_pSfmlView);
        m_pSfmlView = new sf::RenderWindow(GetSafeHwnd(), st);


I have sporadic crash here:

Code: [Select]
void WindowImplWin32::CreateContext(const VideoMode& Mode, WindowSettings& Params)
{
...
   bool  IsValid = wglChoosePixelFormatARB(myDeviceContext, IntAttributes, FloatAttributes, sizeof(Formats) / sizeof(*Formats), Formats, &NbFormats) != 0;

..
}


I can see that wglChoosePixelFormatARB is NULL.
looks like call
Code: [Select]
       // Get the wglChoosePixelFormatARB function (it is an extension)
        PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormatARB = reinterpret_cast<PFNWGLCHOOSEPIXELFORMATARBPROC>(wglGetProcAddress("wglChoosePixelFormatARB"));


 failed. I have no idea why.

8
Graphics / ghost on background
« on: March 10, 2010, 02:52:26 am »
I have MFC window where I draw background - sprite. And after I draw small items, lest call em targets. It works ok, but sporadically I can see target scaled to size of window on a top of background and regular size targets on it. I simplified my code to min but still cant find how it is possible  ? Any suggestions where this scaled target coming from?

9
Graphics / GetDIBits and LoadFromPixels incompatible
« on: March 04, 2010, 10:07:56 pm »
So , folks, what I am doing wrong here ? Or not I ;) ...

10
Graphics / Fill shape with pattern
« on: March 04, 2010, 04:06:26 pm »
Interesting, so I can fill shape with color I like and employ blender somehow to make pattern ? Could anyone give me short sample for this color blending  ?
Thanks
Aleksey

11
Graphics / Fill shape with pattern
« on: March 03, 2010, 04:09:33 am »
Is there any way to fill shape not just color but specific pattern or bitmap ?
Thanks
Aleksey

12
Graphics / GDI primitives vs SFML primitives
« on: March 02, 2010, 09:04:33 pm »
It is not friendly ;) and I dont have time to implement own set of classes on top of it. But GDI is also not good. It it is easy to make a leak, no antializing, no transparency. Yes, you can use GDI+ which is cool, but it has no hardware acceleration. So if SFML at least not worst then GDI, it is still acceptable. I'll make this comparison today , something around 10000 shapes

13
Graphics / GDI primitives vs SFML primitives
« on: March 02, 2010, 08:47:28 pm »
Until you are not starving, then yes, but in graphics you are always starving :( I have to support reasonable frame rate in map and have responsible GUI. And better performance is my best friend.

14
Graphics / GDI primitives vs SFML primitives
« on: March 02, 2010, 08:05:50 pm »
If SFML is not better (which is faster IMHO) then GDI what the reason to use it ? :)

15
Graphics / GDI primitives vs SFML primitives
« on: March 02, 2010, 07:19:13 pm »
Just curious if anybody check performance GDI vs SFML, what is faster , lines, ellipses, bitmap drawing ? sure I can write test APP to do so, but probably it was already done ?

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