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Messages - kidchameleon

Pages: [1] 2
1
System / Re: News about Android/IOS ?
« on: November 19, 2016, 10:18:46 pm »
When its officially supported, will it be any easier to install? I have tried many many times to get it working on different OS's after downloading gigabytes upon gigabytes of SDK files and it just wont work for me!

2
General / Re: Dynamic DLL's in seperate folder
« on: May 05, 2016, 09:28:56 am »
Thanks eXpl0it3r ill have a good read with that!

3
General / Dynamic DLL's in seperate folder
« on: May 05, 2016, 12:22:49 am »
Hi all,

I'm just curious. Would it be possible to compile dynamically but have the DLL files in a separate folder for distribution?

Cheers

4
General / Re: Building for Android
« on: April 13, 2016, 11:13:57 pm »
Hi guys thanks for your help!

I ran mingw32-make. It gets to 64% and I get this error:
Code: [Select]
In file included from C:\SFMLAN~1\SFML\src/SFML/Graphics/GLCheck.hpp:32:0,
                 from C:\sfml android\SFML\src\SFML\Graphics\Texture.cpp:30:
C:\sfml android\SFML\src\SFML\Graphics\Texture.cpp: In member function 'bool sf:
:Texture::create(unsigned int, unsigned int)':
C:\SFMLAN~1\SFML\src/SFML/Graphics/GLExtensions.hpp:114:55: error: 'GL_EXT_sRGB'
 was not declared in this scope
     #define GLEXT_texture_sRGB                        GL_EXT_sRGB
                                                       ^
C:\sfml android\SFML\src\SFML\Graphics\Texture.cpp:190:31: note: in expansion of
 macro 'GLEXT_texture_sRGB'
     static bool textureSrgb = GLEXT_texture_sRGB;
                               ^
In file included from C:\sfml android\SFML\src\SFML\Graphics\Texture.cpp:30:0:
C:\SFMLAN~1\SFML\src/SFML/Graphics/GLExtensions.hpp:115:55: error: 'GL_SRGB8_ALP
HA8_EXT' was not declared in this scope
     #define GLEXT_GL_SRGB8_ALPHA8                     GL_SRGB8_ALPHA8_EXT
                                                       ^
C:\SFMLAN~1\SFML\src/SFML/Graphics/GLCheck.hpp:51:28: note: in definition of mac
ro 'glCheck'
     #define glCheck(expr) (expr)
                            ^
C:\sfml android\SFML\src\SFML\Graphics\Texture.cpp:213:54: note: in expansion of
 macro 'GLEXT_GL_SRGB8_ALPHA8'
     glCheck(glTexImage2D(GL_TEXTURE_2D, 0, (m_sRgb ? GLEXT_GL_SRGB8_ALPHA8 : GL
_RGBA), m_actualSize.x, m_actualSize.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL));
                                                      ^
src\SFML\Graphics\CMakeFiles\sfml-graphics.dir\build.make:373: recipe for target
 'src/SFML/Graphics/CMakeFiles/sfml-graphics.dir/Texture.cpp.o' failed
mingw32-make[2]: *** [src/SFML/Graphics/CMakeFiles/sfml-graphics.dir/Texture.cpp
.o] Error 1
CMakeFiles\Makefile2:377: recipe for target 'src/SFML/Graphics/CMakeFiles/sfml-g
raphics.dir/all' failed
mingw32-make[1]: *** [src/SFML/Graphics/CMakeFiles/sfml-graphics.dir/all] Error
2
Makefile:126: recipe for target 'all' failed
mingw32-make: *** [all] Error 2

Any suggestions as to what the problem is?







5
General / Re: cmake building source for android use
« on: April 13, 2016, 10:06:31 pm »
Did you definitely use forward slashes when setting the ANDROID_NDK environment variable?

6
General / Building for Android
« on: April 13, 2016, 10:01:53 am »
Hi Guys,

I am having terrible difficulty building SFML for Android on Windows. I have followed this guide to the letter: https://github.com/SFML/SFML/wiki/Tutorial:-Building-SFML-for-Android

This is the part I'm having difficulty with:

"Use it to build and then install SFML. For example, under Linux you'd issue the following commands:

make && sudo make install"

What would be the Windows equivalent to this instruction?

Thank you for your help.


7
Graphics / Re: Draw a sprite but not at its coordinates.
« on: January 07, 2013, 06:20:48 pm »
The reason I want to do this is that I have an update logic loop and also an update graphics loop. To give smooth sprite movement I'm interpolating the sprites position. I just want to update the sprites position 25 times per second, not every time the computer wants to render. I'm trying to cut out micro stutter.

8
Graphics / Draw a sprite but not at its coordinates.
« on: January 07, 2013, 06:05:43 pm »
Hi All!

I hope you had a good festive season!

Is there any way to draw a sprite at a position that is not the sprites actual position? Its very hard to explain what I'm trying to do, apologies if this is confusing.

Lets say I have a sprite at position x = 200, y = 100. I want my games logic update to hold these values. But I want my render update to show the sprite at say x = 210, y = 110.

Does this make sense?

Thanks for your help.

9
Java / JSFML - Information
« on: January 25, 2012, 12:17:14 am »
Looks interesting!

10
Graphics / Delta Time
« on: January 04, 2012, 03:06:28 pm »
Thanks Laurent, I'm going to look into that now.

11
Graphics / Delta Time
« on: January 03, 2012, 11:26:12 am »
Im confused trying to implement delta time for my character movement. here is some code (Ive only shown important parts for simplicity):

Code: [Select]

sf::RenderWindow Game1(sf::VideoMode(800, 600), "Platform Engine", sf::Style::Close);

Game1.EnableVerticalSync(true);
//Game1.SetFramerateLimit(25);

//time in seconds
float deltaTime = Game1.GetFrameTime() / 1000.0f;

if(sf::Keyboard::IsKeyPressed(sf::Keyboard::Left))
{
    playerX -= 40.0f * deltaTime;
}

if(sf::Keyboard::IsKeyPressed(sf::Keyboard::Right))
{
    playerX += 40.0f * deltaTime;
}

playerSprite.SetPosition(playerX, playerY);


Problem is, when I run the game with frame limit set to 25, the character takes 20 seconds to cross the screen, as it should be. But if I have no frame limit, it takes longer for the character to cross the screen. Id like to release with no frame limit, but upon testing on other machines, both slower and faster ones, I'm still getting varying speeds of character movement.

Any ideas on what I'm doing wrong?

Cheers.

12
Graphics / CreateMaskFromColor
« on: December 13, 2011, 11:59:47 pm »
Quote from: "Laurent"
Quote
it would appear that when CopyToImage() is invoked, the image is vertically flipped

Don't forget to call Display() on your render-texture.


Yep, done that, that's a better way of doing it, cheers Laurent!

13
Graphics / CreateMaskFromColor
« on: December 13, 2011, 10:05:56 pm »
Quote from: "kidchameleon"
Only problem is that my entire scene is fliped? Perhaps one of the methods fips an image / texture during conversion?

Anyway my game is looking great!


Problem solved guys, it would appear that when CopyToImage() is invoked, the image is vertically flipped. The solution I found is to to flip it vertically again after the copy. Now my scene looks perfect. I'm not sure what the performance hit is with all these image / texture copy's but so far the FPS is fine.

Thanks again for your help guys.

14
Graphics / CreateMaskFromColor
« on: December 13, 2011, 09:49:58 pm »
Quote from: "julen26"
You could get the texture using GetTexture function and then get an Image using CopyToImage function of that texture. Finally, use CreateMaskFromColor function.

It may be a slow operation.

Cheers.


Ok so Ive done that, sucess!!!!!

Only problem is that my entire scene is fliped? Perhaps one of the methods fips an image / texture during conversion?

Anyway my game is looking great!

15
Graphics / CreateMaskFromColor
« on: December 13, 2011, 09:07:04 pm »
@julen,

Thanks ill give that a shot now!

@laurent

Well I'm drawing a colorful background, than another completely black background over it, finally I want the shapes of my sprites to cut into the black background, leaving a nice view of the colorful background. Its kind of hard to describe what I'm doing, its like the "Crayon Scratch Art" that you would have done in school.

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