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Messages - ThreeDumps

Pages: [1] 2 3
1
DotNet / Re: Crash on startup when using dock station.
« on: August 11, 2021, 10:42:01 pm »
I have two graphics cards, but with docking station it is three drivers (display adapters).

I checked if cards behave same on dock, so small update:
Without docking station I'm able to run SFML app on both graphic cards.
With docking station I'm able to run SFML app only on integrated card (Intel HD Graphics 630), but not on hi performance (NVIDIA GeForce GTX 1060).

Not sure in what context display adapter for dock stations works (Kensington USB3.0 Video Dock).

All drivers are updated.

I had similar issue (not able to run on hi-perf card when screens are connected by docking station) for one game in beta, but after official release it was working properly.

If its bug in integrated card driver it should not work on both (dock and without dock)
If its bug in hi-perf card it should not work on both (dock and without dock)
If its bug in dock station it should not work when dock station is plugged in.

But it don't work only on dock + hi-perf.

From your perspective it seems that issue is in driver and there is nothing what can be done in SFML?

How can I check with what driver SFML communicating is? It's strange that after connecting docking station (with two screens) Hi-Perf GPU driver start working in different way.

2
DotNet / Re: Crash on startup when using dock station.
« on: August 11, 2021, 09:26:51 pm »
Damn, sounds like a journey.

I had some time this evening so, well, I compiled SFML from source code and that's result:

Code: [Select]
Exception thrown at 0x0000000000000000 in Project1.exe: 0xC0000005: Access violation executing location 0x0000000000000000.

Exception happens in:
WINGDIAPI int   WINAPI ChoosePixelFormat( _In_ HDC hdc, _In_ CONST PIXELFORMATDESCRIPTOR *ppfd);

WglContext.cpp:402

// Get the pixel format that best matches our requirements
bestFormat = ChoosePixelFormat(deviceContext, &descriptor);
 

Code: [Select]
0000000000000000() Unknown
  ig9icd64.dll!00007ffc394ea950() Unknown
  ig9icd64.dll!00007ffc394dc4b4() Unknown
  ig9icd64.dll!00007ffc394c1a34() Unknown
  opengl32.dll!00007ffcea5a32bb() Unknown
  opengl32.dll!00007ffcea5a0e3f() Unknown
  opengl32.dll!00007ffcea5a331c() Unknown
  opengl32.dll!00007ffcea5bf4f0() Unknown
  opengl32.dll!00007ffcea5c0511() Unknown
  opengl32.dll!00007ffcea5bf913() Unknown
  gdi32full.dll!00007ffd1fa92449() Unknown
sfml-window-d-2.dll!sf::priv::WglContext::selectBestPixelFormat(HDC__ * deviceContext, unsigned int bitsPerPixel, const sf::ContextSettings & settings, bool pbuffer) Line 402 C++
  sfml-window-d-2.dll!sf::priv::WglContext::setDevicePixelFormat(unsigned int bitsPerPixel) Line 412 C++
  sfml-window-d-2.dll!sf::priv::WglContext::createSurface(sf::priv::WglContext * shared, unsigned int width, unsigned int height, unsigned int bitsPerPixel) Line 576 C++
  sfml-window-d-2.dll!sf::priv::WglContext::WglContext(sf::priv::WglContext * shared) Line 99 C++
  sfml-window-d-2.dll!sf::priv::GlContext::initResource() Line 259 C++
  sfml-window-d-2.dll!sf::GlResource::GlResource() Line 38 C++
  sfml-window-d-2.dll!sf::Window::Window() Line 49 C++
  sfml-graphics-d-2.dll!sf::RenderWindow::RenderWindow(sf::VideoMode mode, const sf::String & title, unsigned int style, const sf::ContextSettings & settings) Line 45 C++
  Project1.exe!main() Line 5 C++



3
DotNet / Crash on startup when using dock station.
« on: July 27, 2021, 12:14:58 am »
I use USB dock station with 2 monitors attached to it.

When I run app disconnected, it starts and run properly.
When I run app connected, it crash.
When I run app disconnected, then connect after app started, run properly.

internal class Program
{
    public static void Main(string[] args)
    {
         var window = new RenderWindow(new VideoMode(200,200), "test");
    }
}

Code: [Select]
Unhandled Exception: System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
   at SFML.Graphics.RenderWindow.sfRenderWindow_createUnicode(VideoMode Mode, IntPtr Title, Styles Style, ContextSettings& Params)
   at SFML.Graphics.RenderWindow..ctor(VideoMode mode, String title, Styles style, ContextSettings settings)
   at SFML.Graphics.RenderWindow..ctor(VideoMode mode, String title)
   at Guids.Client.Program.Main(String[] args) in **[not important]**/Program.cs:line 10


4
Thanks for reply. This whole post was exactly what I was looking for.

5
Hello,

I would like to create a simple project which requires a couple of 3D features.

Basically I need:
1. 3D camera (orthographic)
2. 3D polygons
3. Heightmap

Should I try to adjust SFML? How hard it may be from your experience? Or maybe it would be better to go with pure OpenGL? I really like simplicity of SFML, maybe you know something similar for 3D with mentioned functionalities? 

6
SFML projects / Re: SFML Light System - Let There Be Light
« on: September 25, 2013, 03:10:28 am »
It's not LTBL fault. You have to make one big shape.

But what if you can't? LTBL requires convex shapes so all scene will never be one big shape.

7
SFML projects / Re: SFML Light System - Let There Be Light
« on: September 16, 2013, 07:01:55 pm »
@Daffren, I'm rendering tiles on top of shadows in first case.

@Estivo, this would have worked if the whole labyrinth was one shape but it must be build using convex shapes. It will still makeing bad looking shadows on convex shapes contacting each other.

8
SFML projects / Re: SFML Light System - Let There Be Light
« on: September 16, 2013, 12:40:01 am »
@Estivo, not exactly does it work the way I wanted.

I give bigger framgnet map and more situations.



1. m_renderLightOverHull false, m_transparency 0, redrawing walls.
Bad: Whole labrinth can be seen, all walls have same brightness.

2. m_renderLightOverHull true, m_transparency 0. 
Bad: Shadows on walls.

3. m_renderLightOverHull true, m_transparency 0.5.
Bad: Shadows on walls, light in separated chamber. 

4. m_renderLightOverHull false, m_transparency 0.
Bad: Walls are unlighted.

5. m_renderLightOverHull false, m_transparency 0.5.
Bad: Walls are unlighted, light in separated chamber.

I'm trying to get situation from picture number 2, but without shadows on wall but still have darkens out of room.

9
SFML projects / Re: SFML Light System - Let There Be Light
« on: September 15, 2013, 02:48:08 pm »
Awww... Still have problems ;)



Does anyone have an idea what to do to get situation from second image instead from first? And situation from third is actual but not satisfactory.

First is when
hull->m_renderLightOverHull = true;

Third is when
hull->m_renderLightOverHull = false;

Of course I can redraw all walls but then I will have all walls visible, also in chambers next to.


10
SFML projects / Re: GLLight2D
« on: September 11, 2013, 09:57:41 pm »
Well, I've install that lib and it's work but... Is there any documentation for this lib?

Rendering scene take some time (it's not immediate, take 1-2 seconds to get perfect) that is difference from the last project of this author. It's option to set that scene render immediate? Or this lib have other classes with that functionality? 

@Daffern,
Have same errors but I added all *.dll from sfml and glew32.dll and it's run nice.

11
SFML projects / Re: SFML Light System - Let There Be Light
« on: September 09, 2013, 10:30:46 pm »
It wouldn't be overkill for app? I guess that AABB is render area?

12
SFML projects / Re: SFML Light System - Let There Be Light
« on: September 09, 2013, 09:50:31 pm »
Well... Author probably don't read this topic anymore but I need help so I will risk

in example code from author side everything goes ok but when I change
testLight->m_radius = 600.0f;
to
testLight->m_radius = 20.0f;
(i need little spot light)
I got "Access violation reading location" when mouse moved outside of render window. Visual shows me xhash code on line 1003 so probably something goes wrong in QuadTree in std::unordered_set.



13
@zsbzsb, hit!

while (true) {
        System::Windows::Forms::Application::DoEvents();
        mainApp.draw();
}
 

This loop is still working after mainApp destruction.

Don't know what to do with this topic. Problem solution have nothing common with SFML :) Well, thank you all for help.

14
@Ixrec, nope. Still same.

class B {
        sf::RenderWindow app;
public:
        B( HWND windowHandle ) : app(windowHandle) { }
        void draw() {
                app.clear( sf::Color::White );
                app.display();
        }
        ~B() {
                app.close();
        }
};


15
I had hope that was fundamental problem. Well... Here is code:

B.h
#pragma once
#include <SFML/Graphics.hpp>
#include <Windows.h>

class B {
        sf::RenderWindow app;
public:
        B( HWND windowHandle ) : app(windowHandle) { }
        void draw() {
                app.clear( sf::Color::White );
                app.display();
        }
};
 

mainApp.h
#pragma once
#include "B.h"

namespace Project {

        using namespace System;
        using namespace System::ComponentModel;
        using namespace System::Collections;
        using namespace System::Windows::Forms;
        using namespace System::Data;
        using namespace System::Drawing;

        /// <summary>
        /// Summary for mainApp
        /// </summary>
        public ref class mainApp : public System::Windows::Forms::Form
        {
                B * b;  
        public:
                mainApp(void)
                {
                        InitializeComponent();
                        b = new B( static_cast<HWND>(panel3->Handle.ToPointer()) );
                }

                void draw() {      
                        b->draw();  
                }                        
        protected:
                /// <summary>
                /// Clean up any resources being used.
                /// </summary>
                ~mainApp()
                {
                        delete b;    
                        if (components)
                        {
                                delete components;
                        }
                }
        private: System::Windows::Forms::Panel^  panel3;


        private:
                /// <summary>
                /// Required designer variable.
                /// </summary>
                System::ComponentModel::Container ^components;

#pragma region Windows Form Designer generated code
                /// <summary>
                /// Required method for Designer support - do not modify
                /// the contents of this method with the code editor.
                /// </summary>
                void InitializeComponent(void)
                {
                        System::ComponentModel::ComponentResourceManager^  resources = (gcnew System::ComponentModel::ComponentResourceManager(mainApp::typeid));
                        this->panel3 = (gcnew System::Windows::Forms::Panel());
                        this->SuspendLayout();
                        //
                        // panel3
                        //
                        this->panel3->Dock = System::Windows::Forms::DockStyle::Fill;
                        this->panel3->Location = System::Drawing::Point(3, 16);
                        this->panel3->Name = L"panel3";
                        this->panel3->Size = System::Drawing::Size(160, 256);
                        this->panel3->TabIndex = 1;
                        //
                        // mainApp
                        //
                        this->AutoScaleDimensions = System::Drawing::SizeF(6, 13);
                        this->AutoScaleMode = System::Windows::Forms::AutoScaleMode::Font;
                        this->ClientSize = System::Drawing::Size(948, 566);
                        this->Name = L"mainApp";
                        this->Text = L"mainApp";
                        this->ResumeLayout(false);
                        this->PerformLayout();

                }
#pragma endregion
        };
}
 

main.cpp
#include "mainApp.h"
using namespace System;

[STAThreadAttribute]
int main()
{
        Project::mainApp mainApp;
        mainApp.Show();

        while (true) {
                System::Windows::Forms::Application::DoEvents();
                mainApp.draw();
        }
    return 0;
}
 

mainApp.h have some code, but most of it is auto generated.

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