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Messages - Travnick

Pages: [1]
1
General / SFML in Netbeans
« on: February 04, 2011, 12:57:41 pm »
could you send errors with options which I suggested?
I mean log from NetBeans console

2
General / SFML in Netbeans
« on: February 04, 2011, 12:32:02 am »
try selecting your libs manually in project settings

(project)->properties->build->linker->libraries->add library file

3
General / found some memory leaks
« on: February 03, 2011, 09:30:11 pm »
Quote from: "Laurent"
It's ok, they are under control ;)


so you mean that they will be fixed? in which version?

4
General / found some memory leaks
« on: February 03, 2011, 08:29:44 pm »
I made a little program. Valgrind found memory leaks in it. It look like SFML memory leaks, but it could be my mistake as well:

program code:
http://wklej.org/id/469701/

Valgrind errors:
Code: [Select]
valgrind --leak-check=full --show-reachable=yes -v --log-file=val.txt ./sfmlTest
http://wklej.org/id/469698/

5
Graphics / Getting current position of the point
« on: February 03, 2011, 07:33:28 pm »
sounds nice, I'll check it
thx

6
Graphics / Getting current position of the point
« on: February 02, 2011, 11:13:27 pm »
I can calculate them, but it will be wasting time, because positions have been already calculated (they are rendered at this positions)

7
Graphics / Getting current position of the point
« on: February 02, 2011, 10:10:04 pm »
there is function
Code: [Select]
Polygon.GetPointPosition(i)

but it only returns posiotion which was defined at the creating shape.

i wanna get actual position of points that is actualy rendered on the screen (shape was moved, rotated, scaled etc. and i wanna know where exactly is my point on the screen)

as far as I found there is
Code: [Select]
const Matrix3& GetMatrix() const;
and it probably contains what I want, but this function is protected

any solution?

8
General / SFML in Netbeans
« on: February 02, 2011, 03:13:41 pm »
but as far as I know main place for non default things is /usr/local

9
General / SFML in Netbeans
« on: February 02, 2011, 02:27:57 pm »
Quote from: "Laurent"
Which doesn't mean the cleanest ;)

If u know how to do that on windows i will be grateful, because i had always had problems with it ;] My solution was install every lib into the Cygwin, or MinGW directories. On linux is the same, all libs are in one directory

10
General / SFML in Netbeans
« on: February 02, 2011, 02:03:08 pm »
for me it was te easiest way.

another way to link libraries in netbeans:
(project)->properties->build->linker->libraries->add library file

11
General / SFML in Netbeans
« on: February 02, 2011, 01:51:00 pm »
In my opinion you should copy/move/install your SFML libraries into the Cygwin library folder, and after that everythink will be working fine. The include dir from SFML also should be copied into the Cygwin include directory.

12
General / [Linux] Program get crashed while usind threads and windows
« on: February 01, 2011, 11:53:58 pm »
I want to try SFML. Since yesterday i read tutorials and decided to write application with two windows. One is for shape render, the second is for frame rate. Every window uses separate thread. Everytnig works while there is only one window, when the seccond is added then strange things are happend.

errors:
Code: [Select]
sfmltest: xcb_io.c:221: poll_for_event: Assertion `(((long) (event_sequence) - (long) (dpy->request)) <= 0)' failed.
Przerwane (core dumped)

sfmltest: xcb_io.c:140: dequeue_pending_request: Assertion `req == dpy->xcb->pending_requests' failed.
Przerwane (core dumped)

sfmltest: xcb_io.c:128: append_pending_request: Assertion `(((long) (dpy->xcb->pending_requests_tail->sequence) - (long) (node->sequence)) < 0)' failed.
Przerwane (core dumped)

X Error of failed request:  GLXBadContextTag
  Major opcode of failed request:  136 (GLX)
  Minor opcode of failed request:  5 (X_GLXMakeCurrent)
  Serial number of failed request:  31248
  Current serial number in output stream:  31248


Eaven X serwer get crashed a few times while running my app ...

there is my code:
Code: [Select]

////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
//#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <sstream>
#include <iostream>
//#include <ctime>

using namespace std;

////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////

sf::Mutex FramerateMutex;
sf::Mutex RenderMutex;
int Framerate = 0;

void framerate(void *UserData) {
    sf::Clock Clock;
    RenderMutex.Lock();

    sf::RenderWindow App2(sf::VideoMode(200, 40, 32), "SFML OpenGL", sf::Style::Close);

    //        App2.UseVerticalSync(true);
    //        App2.SetFramerateLimit(20);
    RenderMutex.Unlock();
    sf::Font MyFont;

    if (!MyFont.LoadFromFile("/usr/share/fonts/dejavu/DejaVuSans.ttf")) {
return;
    }

    sf::Event Event;

    while (Framerate != -1) {
Clock.Reset();

ostringstream text;

FramerateMutex.Lock();
text << Framerate;
cout << "fps :" << Framerate << endl;
FramerateMutex.Unlock();

sf::String Text(text.str(), MyFont);
Text.SetColor(sf::Color(255, 255, 255));

App2.SetActive();
App2.Clear();
App2.SetActive();
App2.Draw(Text);
App2.Display();
App2.SetActive(false);

// Process events
while (App2.GetEvent(Event)) {
   // Close window : exit
   if (Event.Type == sf::Event::Closed)
App2.Close();

   // Escape key : exit
   if ((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::Escape))
App2.Close();

   // Resize event : adjust viewport
   if (Event.Type == sf::Event::Resized)
glViewport(0, 0, Event.Size.Width, Event.Size.Height);
}
sf::Sleep(0.3 - Clock.GetElapsedTime());
    }
}

int main() {

    sf::Clock Clock;
    sf::Thread fps(&framerate);
    sf::WindowSettings Settings;
    Settings.AntialiasingLevel = 16; // Request 2 levels of antialiasing
    //    //Settings.
    sf::RenderWindow App(sf::VideoMode(800, 600, 32), "SFML OpenGL", sf::Style::Close, Settings);


    sf::Shape Polygon;
    Polygon.AddPoint(0, -50, sf::Color(255, 0, 0), sf::Color(0, 128, 128));
    Polygon.AddPoint(50, 50, sf::Color(255, 85, 85), sf::Color(0, 128, 128));
    Polygon.AddPoint(50, 50, sf::Color(255, 170, 170), sf::Color(0, 128, 128));
    Polygon.AddPoint(0, 50, sf::Color(255, 255, 255), sf::Color(0, 128, 128));
    Polygon.AddPoint(-50, 50, sf::Color(255, 170, 170), sf::Color(0, 128, 128));
    Polygon.AddPoint(-50, 0, sf::Color(255, 85, 85), sf::Color(0, 128, 128));

    // Get the attributes of the third point
    sf::Vector2f Position = Polygon.GetPointPosition(2);
    sf::Color Color = Polygon.GetPointColor(2);
    sf::Color OutlineColor = Polygon.GetPointOutlineColor(2);

    // Set the attributes of the second point
    Polygon.SetPointPosition(1, sf::Vector2f(50, 100));
    Polygon.SetPointColor(1, sf::Color::Black);
    Polygon.SetPointOutlineColor(1, sf::Color(0, 128, 128));

    // Set an outline width of 10
    Polygon.SetOutlineWidth(10);

    // Disable filling the shape
    Polygon.EnableFill(false);

    // Enable drawing its outline
    Polygon.EnableOutline(true);

    Polygon.SetColor(sf::Color(255, 255, 255, 200));
    //    Polygon.Move(300, 300);
    Polygon.Scale(3, 2);




    sf::Event Event;
    Clock.Reset();
    fps.Launch();
    float vx = 2.0;
    float vy = 2.0;
    while (App.IsOpened()) {
FramerateMutex.Lock();
Framerate = 1 / App.GetFrameTime();
// Framerate = 1 / Clock.GetElapsedTime();
FramerateMutex.Unlock();
Clock.Reset();

Polygon.Rotate((0.2));
Polygon.Move(vx, vy);
if (Polygon.GetPosition().x >= 800 || Polygon.GetPosition().x <= 0) {
   vx = -vx;
}
if (Polygon.GetPosition().y >= 600 || Polygon.GetPosition().y <= 0) {
   vy = -vy;
}

// Process events
while (App.GetEvent(Event)) {
   // Close window : exit
   if (Event.Type == sf::Event::Closed)
App.Close();

   // Escape key : exit
   if ((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::Escape))
App.Close();

   // Resize event : adjust viewport
   if (Event.Type == sf::Event::Resized)
glViewport(0, 0, Event.Size.Width, Event.Size.Height);
}

RenderMutex.Lock();
App.SetActive();
App.Clear();
App.SetActive();
App.Draw(Polygon);
App.SetActive();

App.Display();
App.SetActive(false);
RenderMutex.Unlock();
    }
    FramerateMutex.Lock();
    Framerate = -1;
    FramerateMutex.Unlock();
    fps.Wait();

    return EXIT_SUCCESS;
}

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