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Graphics / Re: libGLEW.so.1.5 no found
« on: January 01, 2013, 09:09:06 pm »
Well... nice. You're welcome, I'm glad I could help.
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Well there was no install file and all the includes seem to be intactWhat do you mean?
sudo apt-get install libsndfile1-dev libxrandr-dev libjpeg-dev libopenal-dev libglew-dev libfreetype6-dev git libgl1-mesa-dev libegl1-mesa-dev cmake doxygen
git clone https://github.com/SFML/SFML.git
cd SFML
mkdir SFML-build
cd SFML-build
cmake -DCMAKE_INSTALL_PREFIX=/usr ".." -DSFML_BUILD_DOC=true -DSFML_BUILD_EXAMPLES=true
make
make doc
sudo make DESTDIR="/" install
Hopefully everything will work and you will be ready to go... hopefully.
I will try to get the older packages installed on my machine after work. Are you sure this isn't going to create problems in my system to have old and new GLEW files?No, it shouldn't be a problem.
sudo apt-get install libsfml-dev
on a terminal.Well you still didn't mention what the purpose of your View class is, other than it's fits your needs better, but from what I read, I kind of get the feeling that you're making things too complex.I do. Or did, in the old code (first post). In the new code, I use sf::Views to accomplish the same thing.QuoteIn the main loop the scene is drawn into the RenderTexture canvas. Later, parts of it are taken, as defined by the views in the views vector, and drawn on the screen.If that is your purpose of the View class, then why don't you just use sf::Sprite::setTextureRect()?
If that's not or not only the purpose, what is then?The views I want in my game are supposed to be entities just like everything else, and have events like "create", "update", "draw" and "destroy". I think that'd be convenient for, for instance, having a view follow an actor (simply write view.position = actor.position in the update event), having views animate in certain ways (shaking, zooming in and out), or (and I know I'm repeating myself here) drawing HUDs on them .