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Messages - Ahlywog

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Graphics / Re: Text with OpenGL help?
« on: December 22, 2012, 03:34:26 am »
For anyone who comes after me with this question.  The following opens our appropriate window type.

sf::WindowSettings Settings;
        Settings.DepthBits                      = 24; // Request a 24 bits depth buffer
        Settings.StencilBits            = 8;  // Request a 8 bits stencil buffer
        Settings.AntialiasingLevel      = 2;  // Request 2 levels of antialiasing
        sf::RenderWindow Window(sf::VideoMode(ScreenWidth, ScreenHeight, 32), "SFML OpenGL Window!  BYAH!", sf::Style::Close | sf::Style::Fullscreen, Settings);
 

And when you use text you need to remember to use the following before your .Draw() commands.

Window.PreserveOpenGLStates(true);
 

2
Graphics / Text with OpenGL help?
« on: December 22, 2012, 01:11:58 am »
Every example I can find of using text uses App.draw().  The tutorials say, for OpenGL, you open a window with sf::VideoMode() but sf::VideoMode() doesn't have a draw() option.  So how do you use text with OpenGL?

3
Graphics / Re: Question about Displaying Text
« on: December 21, 2012, 07:12:11 am »
I am incredibly new to SFML.  I've only been looking at it for the last few hours so take whatever I say with a grain of salt:

From what I can gather the only function call you NEED to make every frame is window.draw(t);.  Try moving everything else outside your loop and see what that does.

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