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1
General / Re: SFML2 with mingw
« on: March 16, 2013, 10:13:26 am »
Thanks, I'll try to assemble more compatible development environment.

2
General / SFML2 with mingw
« on: March 15, 2013, 01:13:24 am »
Hi

For a short time I'm far a way from my Linux machine so I decided to use the same code under Windows.
I've installed mingw, everything compiles and links fine.

Then an error comes from code:
 sf::VideoMode vm(600, 500, 32);
That's the beginning of my program (temporary to pinpoint the problem)

Program received signal SIGSEGV, Segmentation fault.
0x691c2811 in sf::VideoMode::VideoMode(unsigned int, unsigned int, unsigned int) ()

Who there can be a segfault within that function?:
VideoMode::VideoMode(unsigned int modeWidth, unsigned int modeHeight, unsigned int modeBitsPerPixel) :
width       (modeWidth),
height      (modeHeight),
bitsPerPixel(modeBitsPerPixel)
{

}
 

3
General / Re: [SOLVED]Linux to Windows port with MinGW
« on: March 13, 2013, 01:41:51 pm »
Not a direct help, but take a look at cmake. It takes problems like that from you. I use it for Linux and Windows.

4
Feature requests / Re: Provide scaling for sf::Image
« on: March 11, 2013, 01:27:32 pm »
Why would you need to scale images, rather than scale the entity that shows the final texture?
Software image scaling can offer much better quality then the bilinear hardware scaling fo sprite.
I run into the same problem. I wanted to have clear card images, with text and tiny details in them. Bilinear scaling made them look really bad.

I've used imagesampler http://code.google.com/p/imageresampler/ with modified input-output routines, as it's opensource and has no dependiencies.
Other libraries tend to pull a bunch of dependencies, and I don't want to link directly to libpngm libjpeg, when the SFML is linked to them anyway.
Using it however takes some overhead to convert data between SFML internal format and that supported by imagesampler.

I can paste examples, but you can see them yourself when you scale eg. a newspaper page, first with HW bilinear, and then with ImageMagic using cubic or lanczos.

Real-life usecase: As I scale the card image size to the screen size I resize them by software scaling, before using them as 1:1 sprites.

5
I've had exactly the same problem wint Nvidia 8800 and SFML 2.0 and limiting frame rate to 60fps solved it outright.

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