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Messages - DavidJohns

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Graphics / Re: [SFML2] Bounding boxes around sf::Text characters
« on: August 28, 2012, 02:08:28 pm »
Just wondering if there has been progress on this and if anyone has discovered some work arounds?  On my machine it is really bad.  Using SFML-2 on Xcode and the template project, just by adding enough text I get boxes around characters.  In the the example below, everything from 1 onwards is bounded.  I'm working on an app that's using tons of text, this could kill it


 if (!font.loadFromFile(resourcePath() + "sansation.ttf"))
        return EXIT_FAILURE;
    sf::Text text("ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890abcdefg??", font, 30);
    text.setColor(sf::Color::Black);

2
General discussions / Re: Install for OSX Mountain Lion
« on: August 05, 2012, 06:55:44 pm »

I will try to recall the steps.  I followed the tutorial link from the 2.0 download page. (click on the download sidebar from the main SFML page, You see the 2.0 snapshot link where you can download the dev files.  Just below that is the tutorial link.)

I downloaded cmake and used the gui version.  I created a unix make file rather than an xcode template under the configure step.  At that point it wouldn't work until I downloaded XQuartz.  Then it configured and I was able to generate the make file.

Then I opened Terminal and cd'd to the output folder where cmake put the build files and did, make -f Makefile (I think that was the right syntax, took me a bit to get it right as I recall.)

I had manually copied the templates from the 2.0 snapshot download.  They are in tools/xcode/templates.  I just copied the SFML folder in there to my /Library/Developer/Xcode/templates  folder.  It seems that everything else got copied ok.  I studied where everything went by looking at the manual installation package for the 2.0 RC (mac OSX 32+64bits)  The readme in there explains where stuff goes.

3
Window / Re: Multimonitor Window
« on: August 03, 2012, 11:05:29 pm »
You can call OS calls specific to your platform to determine the number of monitors and add the sizes up and make a single window.  I am doing something similar by opted to use two windows putting each window on monitor.  Attached is a modified main.cpp from the template for MacOS that shows how it works on the Mac.  I'm new to SFML so I don't know if my way of doing multiple windows is kosher or not, but it seems to work.

DJ

[attachment deleted by admin]

4
General discussions / Re: Install for OSX Mountain Lion
« on: August 03, 2012, 10:52:36 pm »
Yes, thanks, I saw that.  I'm still uncertain how to go about distributing this application without requiring XQuartz. I'm a couple months away from that, maybe some best practices on that and good walkthrough on how to do it will be available by then.

5
General discussions / Install for OSX Mountain Lion
« on: August 03, 2012, 07:59:15 pm »
Just wanted to post about my experience installing on Mountain Lion.  I had used SFML 1.6 on Xcode 3.4 under Snow Leopard and updated everything in one day... OS, XCode and SFML and was getting the errors others reported on the forum like not finding the include files for framework based projects and not finding the libs for non-framework projects that prevented even a straight template project from building.  I had first tried 2.0 RC installer.  But then downloaded the latest 2.0 snapshot and built it and used the templates from it rather than the RC.  I thought RC meant it was the latest, but now I get it that the snapshot has several things fixed that the RC doesn't have yet. I had to install XQuartz also to get the project to run.

All this done, and it seems to be working ok.  Thanks for a great cross platform solution!

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