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Graphics / Re: Sprite clipping not working correctly (HD 2500)
« on: December 02, 2018, 11:44:29 pm »
Hah, I had to read it all just to understand your viewpoint (uint good or bad) :-)
Yes, in my opinion too, signed integers is the way to go, and as you pointed out, SFML is not for impossibly big images (I work with TB sized 3D data, we use signed ints when we don't use floats, which are signed too of course).
But the most important IMO is that unsigned ints make pesky bugs like this where it could have been avoided.
Now I know about this particularity, but lots of others might try to check out SFML and just think it's broken or give up or annoy people on the forum :-).
+1 from me
Cheers
Valmond
Yes, in my opinion too, signed integers is the way to go, and as you pointed out, SFML is not for impossibly big images (I work with TB sized 3D data, we use signed ints when we don't use floats, which are signed too of course).
But the most important IMO is that unsigned ints make pesky bugs like this where it could have been avoided.
Now I know about this particularity, but lots of others might try to check out SFML and just think it's broken or give up or annoy people on the forum :-).
+1 from me
Cheers
Valmond