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Messages - SpaceKotik

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Graphics / Re: Collision accuracy questions
« on: April 07, 2020, 08:50:51 pm »
As I can see, the problem is that when a block moves at high speed, the collision detected after the block has already moved too far. You probably have to manually set the correct postion for it after collision.

2
Graphics / Re: Impossible to activate render texture
« on: April 07, 2020, 01:21:57 pm »
Thanks, that helped. I made everything run in main thread, but I don't see any performance issues. That was the reason why I started using multi-threading on linux. Is windows somehow manages to make calculations more optimally than linux?  ???

3
Graphics / Impossible to activate render texture
« on: April 06, 2020, 09:05:21 pm »
Hey there. I'm currently working on a game on linux and it compiles and works fine. But when I try to run my project on win10, I get the error "Impossible to activate render texture (failed to create backup context)
Failed to activate OpenGL context:   ."
This function is being passed to the threads and drawing to targetTex in it causes the error:
void LightScene::doRayTracing(int i, Emitter &emitter, RenderTexture &_targetTex, std::mutex &rtLock) {
    emitter.updateRayTracing();

    rtLock.lock();
    targetTex.draw(emitter.createMesh(), BlendAdd);
    targetTex.display();
    rtLock.unlock();
}
 
As I can figure out, the problem is with changing the context, but I see no possible reasons for it. SFML 2.5.0 and 2.5.1 give the same result and all drivers are up-to-date.

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