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Messages - shiroaisu

Pages: [1] 2
1
General / Debugging libs on vc++ not working
« on: May 26, 2012, 04:01:31 am »
Hello.

Ive recently changed from C::B to VC++ but im having a problem.

When i try to build my program in the debug configuration, i cant use the static debug libs.
It gives me a bunch of undefined declarations and i get a message saying that the program could not start because the project is not correctly configured.

This is strange because i can use the static lib "-s" and the debugging lib "-d" normaly and without errors... I can even use the "normal" static lib to build in the debug configuration.

What am i doing wrong here?

SFML version: 1.6, and VC++ 2010

2
Graphics / How does the Draw() work?
« on: November 09, 2011, 11:33:39 pm »
I see. oh well...

anyway, thanks for the help :)

3
Graphics / How does the Draw() work?
« on: November 09, 2011, 10:56:09 pm »
Quote from: "Laurent"
SFML doesn't optimize anything, each call to Draw draws something. How many FPS do you get with your second code?


oh sory i forgot to include that, when i drawned them in diferent positions i had... 550 fps average, so i found that a little strange, i really cant find an explanation for it, but if you want i can post here the full code (its just a small test i made so...).

4
Graphics / How does the Draw() work?
« on: November 09, 2011, 10:43:28 pm »
Hi

I wanted to know in what circumstances does Draw() actualy draws something on screen.

For example, i made a test with 600 sprites (all with the same image) and when i drawned them all in one location:

Code: [Select]
for (unsigned int i = 0; i < 600; ++i) ship[i].SetPosition(100, 100);

I had better framerate (arround 700 fps) than when i tried to draw them in diferent locations:

Code: [Select]
for (unsigned int i = 0; i < 600; ++i) ship[i].SetPosition(i, 100);

Does that mean that Draw() skips some sprites when they are in the same positions?


And also, if i have a sprite that is offscreen and i call Draw() on it will the Draw() try to draw the sprite or will it recognize that the sprite is not inside the window and skip the drawing process??
Should i then use x and y checks before i try to draw something to see if it actualy is on screen to avoid any unnecessary processing?

thanks for the attention[/quote]

5
Window / V-Sync not working properly
« on: July 06, 2011, 06:25:25 pm »
Hi

I noticed that v-sync doesnt work properly on my monitor, i have an acer 1080 P Btw.

When i turn on vsync i can see that most of the screen tearing is gone, but sometimes i can see one line of screen tearing going down slowly, its hard to explain realy :\ I dont know if it is from my monitor or from the resolution, but it is really anoying.

Does anyone notice the same problem and/or have a solution??

6
Window / inconsistency on fullscreen stretching
« on: June 29, 2011, 06:05:49 pm »
Sory about the responces delay,

for future reference u were right, i was using an invalid resolution. silly me.

Sory bout the false alarm laurent

7
Window / inconsistency on fullscreen stretching
« on: June 14, 2011, 06:43:39 pm »
Quote from: "Groogy"

Might be me misunderstanding but I think you are looking for that the screen changes it's resolution to match the window resolution.


Exacly.

sory i wasnt too clear Laurent, i meant to ask how the fullscreen worked, if it normaly stretches to fit the screen or if it gives the window the screens resolution.

8
Window / Re: RenderWindow.SetSize blurs images
« on: June 13, 2011, 06:26:36 pm »
Quote from: "SuperV1234"
Is it possible to make the RenderWindow.SetSize command resize without blurring the images?

Similar as using Image.Smooth = false, but for the whole window.


I think there is no way to prevent it, the window has one resolution, and if u stretch it it will blur due to antialiasing (i believe). you can try turn off antialiasing but im not sure if it is already off by default.

To change the windows resolution try to use .Create(..) instead.

sory if that wasnt what u meant, but hope i helped.

9
Window / inconsistency on fullscreen stretching
« on: June 13, 2011, 06:21:35 pm »
Quote from: "Laurent"
I don't know, so far you're the only one to report such a bug.


hmm ok, i will make execute some more tests to give more concrete info.
Can you just please tell me how it was suposed to work?

To my understanding if we dont use views on fullscreen the window will always resize to match our resolution right?

10
General discussions / The Concept of Screen moving [2d camera]
« on: June 13, 2011, 03:44:19 pm »
Quote from: "Nexus"
Quote from: "shiroaisu"
Normaly what we do is, dont move the camera nor the player ( in some cases ), move the world instead.
And the advantage over moving the camera is where?

People, don't make stuff more complicated than necessary. sf::View is designed as a 2D camera, so use it ;)


well, yes, if there is a class that makes everything easier go ahead :D, i just said this to sugest other ways of doing it :),

besides i never really messed arround with views much so thats how i do it for now.

11
General discussions / The Concept of Screen moving [2d camera]
« on: June 13, 2011, 02:51:09 pm »
Normaly what we do is, dont move the camera nor the player ( in some cases ), move the world instead.

12
General discussions / A few beginner questions
« on: June 13, 2011, 01:23:46 pm »
IMO you should use static linking for now because of a bug regarding the ATI drivers that will cause your program to not work on some computers.

Lots of users have problems with that... i did too lol

Just a warning and gl on your future code :D

13
Window / inconsistency on fullscreen stretching
« on: June 13, 2011, 12:10:36 pm »
Quote from: "Laurent"
What OS? Which version of SFML?


OS: Win7 64
SFML: 1.6

I know now how to make it stretch by using views, but i still dont get it why it stretched in my example above :\

14
Window / inconsistency on fullscreen stretching
« on: June 13, 2011, 01:55:19 am »
Hi

I want my windows to stretch when i put them on full screen as oposed to just resizing themselves to the size of the screen ( I want them to stay at the same resolution ), but i cant seem to be able to do this, it seems a little random if the window will strech or not, for example:

I had a piece of code where i had
App.Create( sf::VideoMode( 800, 600 ), "Test", sf::Style::Fullscreen );

and this didnt stretched the window, the window just increased its resolution to match the screens resolution. Then i thought "maybe its because of the lack of antialiasing... doesnt make much sence but lets give it a try", and so i tried:
App.Create( sf::VideoMode( 800, 600 ), "Test", sf::Style::Fullscreen, sf::WindowSettings( 24, 8, 4 ) );

and this actualy made the window stretch, i thought that was it, but then i removed that little bit again, to make sure that that was realy it, so i got back at:
App.Create( sf::VideoMode( 800, 600 ), "Test", sf::Style::Fullscreen );

But this time it stretched too. And then i tried the:
App.Create( sf::VideoMode( 800, 600 ), "Test", sf::Style::Fullscreen, sf::WindowSettings( 24, 8, 4 ) );

on a completly diferent program and i didnt saw any changes.


Sory if this text is a mess but really, this is really confusing me :\ how can i make the window stretch ( or not ) on fullscreen??

Btw, my monitor has 1920x1080 resolution.

15
General / Help me optimize my game
« on: March 27, 2011, 05:13:06 pm »
You can use static libs instead of dynamic ones, this basicaly means that the "dlls" will be inside your executable. btw congratz for the first game :)

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