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Messages - Skomakar'n

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1
Window / Greek or Cyrillic characters makes SFML crash under OS X
« on: May 29, 2011, 09:57:54 pm »
Good to hear that it doesn't happen with 2.0, at least.

If you happen to find a fix, anyway, Ceylo, please tell me, and I guess I could try to recompile it myself (or you could just give me an updated framework or whatever).

2
Window / Greek or Cyrillic characters makes SFML crash under OS X
« on: May 28, 2011, 03:52:53 pm »
Quote from: "Laurent"
EventReceived.Key.Code must have an invalid value.

Anyway, if it works with SFML 2 it's not going to be fixed in 1.6, so don't waste too much time on this crash.

If Ceylo feels up to fixing it anyway, though, you're not going to stop him, are you, haha?

Maybe he doesn't, though...

3
Window / Greek or Cyrillic characters makes SFML crash under OS X
« on: May 27, 2011, 10:17:53 am »
Quote from: "Hiura"
Does this problem happen also with 2.0 ? (If you have time to test)

I don't have SFML 2, sorry (and I don't intend on getting it for this project; I've written probably fifteen to sixteen thousand lines so far... No way I'm changing all of that now, haha).

4
Window / Greek or Cyrillic characters makes SFML crash under OS X
« on: May 25, 2011, 08:11:38 pm »
Quote from: "Ceylo"
I think we would need a minimal example producing this crash, because I've just been testing Greek or Russian keyboard layout and nothing special happened.

I dunno whether there's something particular to do, I've only used the default Window-based project and typed some letters with both layouts.

It appears it doesn't happen if I compile using the terminal, but only when I compile using Xcode (Debug or Release mode doesn't matter)...

Any project, for that matter, as long as it uses a RenderWindow, at least.

5
Window / Greek or Cyrillic characters makes SFML crash under OS X
« on: May 25, 2011, 03:27:57 pm »
Oh, sorry. 1.6. I'm running Snow Leopard on an Intel-based MacBook Pro. The problem has nothing to do with the textfield code or the TextEntered event. I booted up an old demo of the game, and it crashed as soon as I pressed a letter key using a Greek or Russian keyboard layout, too. As you can see in the call stack above, the bug is in SFML.

6
Window / Greek or Cyrillic characters makes SFML crash under OS X
« on: May 25, 2011, 07:39:47 am »
I've made a textfield that works pretty well, and under Linux, if it happens to deal with characters that don't add anything to the width of the rectangle around the rendered text, it simply doesn't store them. I don't know why Greek or Cyrillic characters won't work as I'm using wide character strings, so this is also something I would like to get an answer to. Many other characters, such as þ, ð, å, ä, ö, æ and ø work just fine.

The main problem here, though, is that when trying to type Greek or Cyrillic characters when running the program in Mac, the program will simply crash. This is the call stack that Xcode gave me (read from bottom to top):



Also, accented letters don't get noticed by OS X, but they work fine under Linux; that is, in Linux, I can, for instance, first press the grave accent key, and then the A key, and an á will actually appear in my textfield. OS X ignores the accent key and just gives me a regular a.

7
Graphics / Windows/SFML bad at handling many images at once?
« on: December 06, 2010, 06:45:18 pm »
Quote from: "Laurent"
There is no requirement for running a SFML application, except a compliant OpenGL 1.1 implementation (for the graphics module).

Performance-wise, it's entirely up to what your application does.

Well, it can't be my drivers. Compiz-Fusion and other graphical things run as smoothly as ever. It also seems to me as though the game runs faster than it should on Linux. That things are moving too fast, even though it's all delta time, and it works fine in Windows, Wine and Mac, and the Linux version is also having a harder time keeping the FPS at 60 (I'm using vertical synchronisation)...

8
Graphics / Windows/SFML bad at handling many images at once?
« on: December 06, 2010, 04:44:55 pm »
Quote from: "Groogy"
Quote from: "Skomakar'n"
Figured it out myself. Had nothing to do with anything in SFML, so don't worry. No bugs for you to fix. You can remove this thread, if you wish.

Although... Another thing that I guess could be worth mentioning, is the fact that the native linux build seems run less smooth than running the Windows build in Wine on the same machine, in the same Linux OS...


I would guess that has to do with drivers. While running it under Wine will make everything software rendered but when running natively it will use the graphics drivers which you might miss.

Donno, just guessing.

Is there any list on the minimum requirements for games that use SFML? I would be interested in offering that information with any SFML games I release anyway.

9
Graphics / Windows/SFML bad at handling many images at once?
« on: December 06, 2010, 12:47:09 am »
Figured it out myself. Had nothing to do with anything in SFML, so don't worry. No bugs for you to fix. You can remove this thread, if you wish.

Although... Another thing that I guess could be worth mentioning, is the fact that the native linux build seems to run less smoothly than running the Windows build in Wine on the same machine, in the same Linux OS...

10
Graphics / Windows/SFML bad at handling many images at once?
« on: December 05, 2010, 10:27:27 pm »
I have made a little particle system for a game, and it works just fine in Linux and on Mac, but in Windows, the graphics of the particles just flicker by, and might not even show up in screen shots. This also holds true for Wine.

This is what it looks like in Linux:



In OS X:



Then, in Windows, no trail of particles is left. They just flicker from the opening of the bottle, and then disappear entirely. Is this an SFML issue? A Windows issue? Because of all of these images being drawn. Not sure what to do any longer.

Well. It's the same image. The same sprite object, which is just moved using SetPosition, and gets its alpha changed using SetColor, and drawn, once for each particle, in a loop, every frame, like so:

Code: [Select]
for (unsigned int i(0); i < particles.size(); ++ i)
 {
    // Move the image accordingly.
    image.getSFMLSprite()->SetPosition(...);
    image.getSFMLSprite()->SetColor(...);

    // Draw the image.
    image.draw(window);
 }


This loop is within a member function of a class of which the image object is a member variable. The datatype is my own Image class, which contains an sf::Image and an sf::Sprite, and its draw() member function simply draws this internal sf::Sprite into the sf::RenderWindow * that is passed to the function.

11
System / Does SFML support horizontal mouse scrolling?
« on: October 25, 2010, 02:07:13 pm »
I'll emulate it through requiring shift being held down to scroll horizontally, then.
Thanks.

12
System / Does SFML support horizontal mouse scrolling?
« on: October 25, 2010, 03:04:01 am »
I'm making a little GUI system for my SFML-based engine, and I have boxes with scrolling content working, and I can use the mouse to scroll vertically, but as I'm using a MacBook Pro with a trackpad that can also scroll horizontally, I'm wondering if there is any possibility for SFML to detect horizontal scrolling, so that I can scroll through the content horizontally using the mouse scroll as well, rather than having to click the scrollbar slider and drag it around manually.

Is there?

13
Graphics / Buffers and clipping?
« on: October 13, 2010, 09:37:14 pm »
I seem to have gotten it working with the glScissor() function. Thanks a lot!

14
Graphics / Buffers and clipping?
« on: October 13, 2010, 08:48:30 pm »
Hello, there.

It would help me out tremendously, if there were any possibility to somehow work with buffers in SFML, or at least clip graphics in some way.

What I mean, is that I want to be able to define a rectangular area on the screen. Anything entirely outside of this area will not be drawn at all, and anything partially within it will be clipped.

Say I have this image rendered (a couple of sprites and shapes):



I then define a clipping rectangle like so (the non-darkened area):



Which will result in this being the final image rendered onto the screen:



I'm pretty sure it can be done in pure OpenGL, at least.
Would it be possible in SFML by modifying the view somehow? Are there other options? It would, again, help tremendously.

15
General / Qt + SFML: Blank widget?
« on: July 14, 2010, 09:06:53 pm »
Quote from: "Ceylo"
I already told you.

Quote from: "Ceylo"
Thus... the only thing you can do is separating the SFML window from the Qt stuff : make a SFML window for your drawing, and other windows for the Qt stuff.


There is no other solution for now.

Aw... Do tell when you've fixed it.

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