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Messages - SamuraiCrow

Pages: [1] 2 3
1
SFML wiki / Game Engine tutorial
« on: April 11, 2011, 08:15:12 pm »
Did you look at http://code.google.com/p/gqe/?  It's more up-to-date than the stuff in the wiki but still needs work.

--Edit--
You can easily make your own Visual Studio project by using the Windows version of CMake from the CMake download page.

2
General / Relative path to MacOSX app bundle resource?
« on: July 29, 2010, 08:29:45 pm »
I found the problem.  I was still running an old version of SFML because I had dragged the frameworks to the wrong frameworks folder.

3
General / Compiling SFML 2.0 with Xcode 3.2.2
« on: July 28, 2010, 10:28:42 pm »
SFML 2.0 hasn't been ported to MacOSX yet.  See this thread on the subject.

4
General / Relative path to MacOSX app bundle resource?
« on: July 28, 2010, 06:24:30 pm »
Hello,

I'm working on a cross-platform app using SFML 1.6.  I'm currently using XCode 3.1.4 under MacOSX 10.5.8. I'd like to maintain a separate path for each platfrom to load its files from.  Mac seems to be the only one that uses relative path for its resources in an app bundle.  For now I've been using absolute paths to where my resources can be stored but that won't work in production code.

Here's how it's defined:
Code: [Select]

#ifndef __SYSTEM_SPECIFIC_H__
# define __SYSTEM_SPECIFIC_H__
# include <SFML/Config.hpp>
# ifdef SFML_SYSTEM_MACOS
# define RESOURCEPATH "../Resources/"
//# define RESOURCEPATH "/Users/samuraicrow/Documents/EventideCode/"
# else
#  ifdef SFML_SYSTEM_LINUX
#   define RESOURCEPATH "/usr/share/games/eventide/"
#  else
#   define RESOURCEPATH "Resources/"
#  endif
# endif
#endif

5
Window / Greyscale 8bpp mode?
« on: February 23, 2010, 08:14:21 pm »
On second thought I'll probably palette the billboard also.  It will make everything simpler that way.

The important part is that I need to cycle the entries in the palette manually so I need to have control over the palette.

6
Window / Greyscale 8bpp mode?
« on: February 19, 2010, 07:11:27 pm »
Since many modern graphics cards don't support palette graphics modes any more, I thought it would be a practical use of a palette shader that would do a color lookup table from an 8 bit per pixel screenmode.  I figured that allocating an 8 bit per pixel greyscale mode would be the most practical way to try to get 8 bits per pixel on the latest versions of OpenGL.

What I was planning on doing was having a bigger-than-screen-size texture that would be 8bpp and then use a shader to render it to the display window using a 1-dimensional 32-bit texture as my CLUT.  There would be part of the screen that would opaquely overlap the 256 color portion of the screen (I think that's called a billboard) which would be 32-bit truecolor.  The 1D texture would change every frame of animation.

Is what I'm doing possible in the current version of SFML?

7
Window / Greyscale 8bpp mode?
« on: February 19, 2010, 06:41:07 pm »
Hello,

In order to emulate an old-style paletted display mode, I was going to implement a CLUT fragment shader on a greyscale 8bpp mode.  It seems that 8bpp modes get promoted to higher depth or don't implement palettes in the way that I think they should.

Is there a way to insure that I get exactly 8 bits per pixel so that I can be sure that my colorize shader works correctly?  I need it to work correctly because my game will use palette cycling effects.

I'm using MacOSX 10.5.8 with SFML 1.5 under C++ native, if it makes any difference.

Thanks in advance,

--Sam

8
Graphics / SFML 1.5 PostFX problem ( ATI vs. Nvidia )
« on: September 01, 2009, 08:58:02 pm »
Jaenis' solution forgot to take into account the offset variable in len and the fact that len is used elsewhere in the code.  There's no way that could've worked right.

I'm not quite sure what to tell you about the drivers though.

9
General discussions / Help to decide
« on: August 23, 2009, 06:48:42 pm »
HGE uses DirectX as its graphics API, as far as I know, which means it will only work under Windows.  SFML uses OpenGL so it will work on Mac and Linux also with a simple recompile being all that's needed to get it working on those platforms (assuming you follow a few unmentioned rules about file permissions).

10
Feature requests / Message Boxes
« on: July 24, 2009, 06:05:05 pm »
Quote from: "Tank"
Quote from: "l0calh05t"
Quote from: "Tank"
What about std::cerr?

Only works if you have one of those ugly console windows ;-)

Which you mostly have for debugging, I guess.


Console windows are fine for debugging.  They are not fine for informing the end-user about an error.

@thread

IMO, this should be considered a GUI function.  GUIs can be implemented in SFML and themed according to the game/multimedia project you are designing.

If you are designing an SFML and want a standard windowing environment, look up how to use an appropriate windowing setup in the tutorials section of the Wiki.

11
General discussions / FindSFML for CMAKE
« on: June 27, 2009, 01:41:33 am »
Here it is:

Code: [Select]

# Locate SFML library
# This module defines
# SFML_LIBRARY, the name of the library to link against
# SFML_FOUND, if false, do not try to link to SFML
# SFML_INCLUDE_DIR, where to find SFML headers
#
# Created by Nils Hasenbanck. Based on the FindSDL_*.cmake modules,
# created by Eric Wing, which were influenced by the FindSDL.cmake
# module, but with modifications to recognize OS X frameworks and
# additional Unix paths (FreeBSD, etc).

SET(SFML_COMPONENTS
    System
    Audio
    Graphics
    Network
    Window
)

SET(SFML_INCLUDE_SEARCH_DIR
    ~/Library/Frameworks
    /Library/Frameworks
    /usr/local/include/SFML
    /usr/include/SFML
    /usr/local/include
    /usr/include
    /sw/include/SFML # Fink
    /sw/include
    /opt/local/include/SFML # DarwinPorts
    /opt/local/include
    /opt/csw/include/SFML # Blastwave
    /opt/csw/include
    /opt/include/SFML
    /opt/include
)

SET(SFML_LIBRARY_SEARCH_DIR
    ~/Library/Frameworks
    /Library/Frameworks
    /usr/local
    /usr
    /sw
    /opt/local
    /opt/csw
    /opt
)

FOREACH(COMPONENT ${SFML_COMPONENTS})
    STRING(TOUPPER ${COMPONENT} UPPERCOMPONENT)
    STRING(TOLOWER ${COMPONENT} LOWERCOMPONENT)
    FIND_LIBRARY(SFML_${UPPERCOMPONENT}_LIBRARY
        NAMES sfml-${LOWERCOMPONENT}
        HINTS
        $ENV{SFMLDIR}
        PATH_SUFFIXES lib64 lib
        PATHS ${SFML_LIBRARY_SEARCH_DIR}
    )
    FIND_PATH(SFML_${UPPERCOMPONENT}_INCLUDE_DIR ${COMPONENT}.hpp
        HINTS
        $ENV{SFMLDIR}
        PATH_SUFFIXES include
        PATHS ${SFML_INCLUDE_SEARCH_DIR}
    )
    IF(SFML_${UPPERCOMPONENT}_INCLUDE_DIR AND SFML_${UPPERCOMPONENT}_LIBRARY)
        LIST(APPEND SFML_LIBRARY ${SFML_${UPPERCOMPONENT}_LIBRARY})
        LIST(APPEND SFML_INCLUDE_DIR ${SFML_${UPPERCOMPONENT}_INCLUDE_DIR})
        LIST(REMOVE_DUPLICATES SFML_LIBRARY)
        LIST(REMOVE_DUPLICATES SFML_INCLUDE_DIR)
    ENDIF(SFML_${UPPERCOMPONENT}_INCLUDE_DIR AND SFML_${UPPERCOMPONENT}_LIBRARY)
ENDFOREACH(COMPONENT)

SET(SFML_FOUND "NO")
IF(SFML_SYSTEM_LIBRARY AND SFML_INCLUDE_DIR)
    SET(SFML_FOUND "YES")
ENDIF(SFML_SYSTEM_LIBRARY AND SFML_INCLUDE_DIR)

INCLUDE(FindPackageHandleStandardArgs)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(SFML DEFAULT_MSG SFML_LIBRARY SFML_INCLUDE_DIR)

12
General / Problem when replacing sdl with sfml, kinda :)
« on: June 09, 2009, 04:57:21 pm »
First, you are checking for SDL events rather than SFML events.  Second, is the window/view in a global variable?  If not, you'll need to pass it as a parameter.  Third, your posted code seems to be awfully confused since it can't decide whether to use SFML or SDL.

13
General discussions / Is good enough?
« on: June 09, 2009, 04:51:32 pm »
Yes it is good enough.  It works fine on Linux and Mac also.

14
Graphics / Using sprite problem.
« on: June 09, 2009, 04:48:27 pm »
It sounds like you're linking it wrong.  Are you using the dynamic or the static version of the library?

Also there might be a problem in your code in that you are moving the sprite before it is cleared.  It might work as written but it is better to have code running in the main processor while the blitter is clearing the screen for the next draw.

15
General / Compile all dlls in one.
« on: May 30, 2009, 05:20:06 am »
Only if it is GPL or LGPL licensed open source since the audio libraries are under the LGPL license.

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