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Messages - NGen

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1
General / Unable to get SFML Working in Xcode
« on: August 26, 2010, 09:28:14 am »
I installed Xcode off of the Mac OS X CD that came with my Mac. I downloaded the latest version of Xcode 3 off of the Apple Developer website, which seemed to fix the problem.

2
General / Unable to get SFML Working in Xcode
« on: August 25, 2010, 05:56:22 am »
I'm running Mac OS X 10.6 with Xcode 3.2.3. After following the Xcode installation instructions and creating an SFML Graphics-based Application, I try to run the program only to find the standard C++ headers aren't available, leading to over 300 compilation errors. How do I get SFML working with Xcode?

Also note that the templates and whatnot for making C++ terminal applications are not available in my version. I don't know if this means that my version is missing some files or what.

3
Graphics / Render Targets
« on: June 16, 2010, 11:14:44 pm »
That's very useful, thank you. I'm planning on using it for multi-threaded rendering. Render objects of the same depth on a surface inside of a thread, and then render those surfaces in order of the depth they represent. I know that GPUs aren't generally multi-core (unless you count the shader core in NVIDIA cards), but this should leverage the overhead between all of the cores to speed things up a bit.

One more thing, while I'm here, is there any mechanism that enables editing of pixels through methods other than pixel shaders?

4
Graphics / Render Targets
« on: June 15, 2010, 02:01:55 am »
Alright, when can we expect SFML 2? Not any time soon, I'm guessing? Would it be possible to get at least a basic overview of how it would work? What we're currently using does something along the lines of:

Code: [Select]
// ( width, height ) rounded up to nearest power of 2
HTARGET hTarget = Target_Create ( 800, 600 );
// Begin drawing to the target
Gfx_BeginScene ( hTarget );
// Draw some stuff onto the target
Gfx_EndScene ( );
// Begin drawing to the window buffer
Gfx_BeginScene ( );
// SomeQuad would give the vertices for rendering the target, the second
//    parameter requires a texture, so we get the texture from the target
Gfx_RenderQuad ( &SomeQuad, Target_GetTexture ( hTarget ) );
Gfx_EndScene ( );


I really just need to know how we could make a switch as painless as possible. We're going to be building a high level abstraction layer on top of whatever library we use to allow us to switch from one library to another fairly easily. So I want to create a part of that layer for rendering targets that would give us an interface that would be able to work with both the rendering targets that our library gives us, as well as the render-images that SFML 2 would give us.

5
Graphics / Render Targets
« on: June 14, 2010, 10:17:44 pm »
I'm considering a move from a DirectX-based library to SMFL, but there's one feature that I cannot find that is preventing me from using it: Lack of render targets. I'm not entirely sure if that's the universal term for it, but think of it like this:

You have a canvas. You can paint onto the canvas, and then take that canvas and put it onto another canvas. That other canvas would be the screen, and the first canvas would be the render target. You draw things onto the target, and the contents of the target could be rendered onto the screen.

Is there any structure within SMFL or any algorithm that could be used to create a rendering method similar to this?

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