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Messages - Zeleska

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I solved things yesterday, my project runs now. And thank you for the advice :)

2
Hello eXpl0it3r, thanks for answering. Only one question remains: In a project x, can I statically link to a library and dynamically link to other library in the same project? yes or no?, My conclusion is yes as long as the runtime options are the same for all libraries, is that correct?

3
    Background
My project uses a C++ GUI library named Nana that only has static linking options, and the runtime options it needs is MTd for debug and MT for release. The GUI is finished, next, I wanted to use sfml's audio module, but since I am already using a library in my project that uses static linking, I tried to link sfml statically.

I finished following the steps in 'Learn' section, but when I try to run the program Visual Studio 2019 says that there is a mistmatch in the RuntimeLibrary value, it seems sfml uses MDd for debug and MD for release in static linking, is this correct or I am doing something wrong? SFML_STATIC is defined in the preprocessor, I did not skip that.

    40% not related question
Does a project that link statically to a library must use the runtime options MTd for debug and MT for release?, is this a law? or it can have the other runtime options MDd and MD respectively?
Can I link statically to a library and dynamically link to other library in the same project? yes or no?

4
General / Re: SFML Game Development Chapter 3 question
« on: April 19, 2019, 08:21:21 pm »
It's just as you say!, it was meant to be override by derived classes. What happened is that I stopped reading the moment I saw the "empty functionality", instead of keep reading...
Thanks for replying, and thank you and others for the library.

5
General / SFML Game Development Chapter 3 question
« on: April 18, 2019, 05:01:18 am »
I don't understand: why in the class SceneNode the member function drawCurrent() is empty, but it seems it has functionality.
The book says (page 58):
Quote
We also provide a new virtual function drawCurrent() which only draws the current object (but not the children).

The function definition is (in the GitHub https://github.com/SFML/SFML-Game-Development-Book/blob/master/03_World/Source/SceneNode.cpp):
void SceneNode::drawCurrent(sf::RenderTarget&, sf::RenderStates) const
{

        // Do nothing by default

}

Also, this is quite the chapter haha.

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