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Messages - lightfire

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Oh crap this isnt the help forum! Feel free to move this then.

Anyway, Yes i played around with what I believe to be every possible combination of cMake and VS12 settings.

For cMake, i tried both NMake and VS12 project files with SFML_USE_STATIC_LIBS checked (and BUILD_SHARED_LIBS unchecked).

With my Project, I had SFML_STATIC defined, linked to the proper static SFML libs, had /MT for the runtime library when compiling both SFML and my project. The interesting thing was in VS2010 I was compiling with runtime DLLs (/MD) and using a static SFML build and everything worked. I suspect the C++11 specs no longer allow that.

Anyway, since the dynamic DLLs work this isn't urgent, just confusing. I can post the command lines I you would like.

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Works fine with dynamic modules, but when I ported over the static settings from VS 2010 it got the following errors repeatedly: http://stackoverflow.com/questions/12989088/odd-linker-errors-introduced-when-upgrading-to-vs-2012.

And Yes, I made sure /MT and /MTd was used in compilation with both the .lib and projects.

Anyway just a heads up. Its appears to be a problem with the Graphics package. This is with the latest snapshot from Oct. 6th or so.

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Graphics / Any Precautions to take when utilizing two RenderWindows?
« on: March 21, 2012, 08:07:57 am »
Hi all,

  I'm getting odd behavior when drawing to two different classes that both contain separate renderwindows. I've written them to be independant of one another but it seems they depend on each other in odd ways, such as needing to be initialized in a particular order. And textures don't seem to work on the second one.

  Anyway, I'm wondering if I've coded something wrong or i have to deactivate on window while drawing to the other one. Some odd quirk along those lines...

Its worth mentioning that the sprite is not displaying the texture when contained in a DLL. As in i pass the class in the DLL a pointer to a RenderWindow, tell it to draw a sprite, but the sprites texture does not show up.

~Light

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