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Feature requests / System Info
« on: December 14, 2010, 08:04:28 pm »Quote from: "Laurent"
Why don't you use this library?
Because it's LGPL.
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Why don't you use this library?
Quote from: "graphitemaster"I would be glad to help you do this, I have already done this a few times myself for game engine ports, I just wish you could use a more 'open' version control like git ( see www.github.com ). So I'm just going to ask do you want another developer to help you with Direct3D support. Please note that it will not break any cross platform compatibility it's just an option for those on Windows or are developing for Microsoft's game console, in addition it would introduce a lot more Direct3D fan boys, and would probably help with game console support once others see such feature.Here you have a statement of Laurent concerning distributed version control systems:Quote from: "Laurent"I agree with this. Distributed systems like Git / Mercurial make branching and developing your own contribution really easy.
However I don't really want people to start creating branches, developing their own stuff (sometimes huge contributions), and submit it to me. SFML is not a community project, I like controlling and implementing stuff myself, and I like the current system where people write their requests or submit their patches here
SFML doesn't handle OpenGL extensions, there are already good libraries dedicated to this job (GLEW, GLEE).
graphitemaster: As I told Trina last night, the only time you really need to use free is when you have an associated new as well. Just because something has a pointer doesn't mean you always need to free it, which is what it appears that you are assuming.
Perhaps reading up on pointers and memory allocation/dynamic memory a little more might make things clearer.
I am, however, glad to see that your picking through the source code has uncovered a few bugs.
Quote from: "graphitemaster"yes in that same while loop, you need a
delete [] name; that's also not freeded
const GLubyte* name = reinterpret_cast<const GLubyte*>("glXCreateContextAttribsARB");
line 229,
http://sfml.svn.sourceforge.net/viewvc/sfml/branches/sfml2/src/SFML/Window/Linux/GlxContext.cpp?revision=1579&view=markup
String literals are not allocated dynamically, they don't need to be freed.
Maybe you should investigate a little bit more about the "leaks" that you report