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Messages - Polyfructol

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All that have been said is absolutely right, but I was curious and I've made the correction by myself. So there you are:

(click to show/hide)

2
General / Re: Team coloring in SFML
« on: September 26, 2013, 12:33:06 pm »
Sprite::setColor will not achieve the same effect as a palette would. But fortunately, SFML supports shaders, and the palette "effect" could be achieved with shader.

On the OpenGL website : http://www.opengl.org/wiki/Common_Mistakes#Paletted_textures

//Fragment shader
#version 110
uniform sampler2D ColorTable;     //256 x 1 pixels
uniform sampler2D MyIndexTexture;
varying vec2 TexCoord0;
 
void main()
{
  //What color do we want to index?
  vec4 myindex = texture2D(MyIndexTexture, TexCoord0);
  //Do a dependency texture read
  vec4 texel = texture2D(ColorTable, myindex.xy);
  gl_FragColor = texel;   //Output the color
}

So you need to create an indexed texture and a palette texture.

3
Graphics / Re: Large Textures & maps
« on: June 24, 2013, 10:42:05 pm »
Yeah I guess so. I might just be stuck in the 1980's xD

Not even close :).

NES sprite size limit was 8x16 pixels. From the beggining, games are made by displaying a lot of "relatively" tiny elements next together.

4
Graphics / Re: Large Textures & maps
« on: June 24, 2013, 09:52:15 pm »
In Limbo, there is large maps, but there is no need to load "large" textures. They just display a lot of objects at given positions. That's why map editor exists: http://forum.unity3d.com/attachment.php?attachmentid=31197&stc=1&d=1329779441

5
Graphics / Re: Complex Map Generation & Rendering
« on: June 24, 2013, 09:32:25 pm »
A nice way to do that is by using a parent/child hierarchy Drawable. You can search for "node" or "scene graph" to find more about it. Here a nice example with code: http://en.sfml-dev.org/forums/index.php?topic=7487.msg49403#msg49403

So you'll just have to move your few layers in order to move everything contained inside.

6
Graphics / Re: Suggestion for displaying text
« on: June 19, 2013, 08:44:22 pm »
You're right, it's even an open issue: https://github.com/SFML/SFML/issues/254
For now, a solution is to recompile SFML with a slight change in Font.cpp, replacing FT_RENDER_MODE_NORMAL by FT_RENDER_MODE_MONO.

But you can almost totally avoid the "smoothing" effect if you take a font that was designed with the size you want (10px for your case). Then you can apply a scale multiplier (power of two for the best result) on the sf::Text in order to fit the size you really want.

I made some tests with 2 differents fonts:

http://www.dafont.com/commodore-64-pixelized.font?text=commodore+pixelized
font=Commodore Pixelized v1.2.ttf; characterSize=10; FT_RENDER_MODE_MONO


font=Commodore Pixelized v1.2.ttf; characterSize=10; FT_RENDER_MODE_NORMAL


font=Commodore Pixelized v1.2.ttf; characterSize=11; FT_RENDER_MODE_MONO


font=Commodore Pixelized v1.2.ttf; characterSize=11; FT_RENDER_MODE_NORMAL


http://www.dafont.com/grand9k-pixel.font
font=Grand9K Pixel.ttf; characterSize=8; FT_RENDER_MODE_MONO


font=Grand9K Pixel.ttf; characterSize=8; FT_RENDER_MODE_NORMAL


font=Grand9K Pixel.ttf; characterSize=9; FT_RENDER_MODE_MONO


font=Grand9K Pixel.ttf; characterSize=9; FT_RENDER_MODE_NORMAL


So, no smoothing effect if you use characterSize=8 for Grand9K and characterSize=10 for Commodore 64  ;D.

Hope it helps!

7
General / Re: SFML game with LibRocket?
« on: June 19, 2013, 06:06:17 pm »
I've never used libRocket, it looks quite interesting! Anyway, it's libRocket that needs to support SFML, not the other way ;).

And guess what I found on the libRocket repository, an SFML 2 sample ! I'm at work and I can't run the sample for now, but I think it might help you.

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