Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Dinocool

Pages: [1] 2
1
Window / SFML 2, latest GIT, c++ SetFrameLimit not working
« on: January 31, 2012, 03:53:08 am »
SetFrameLimit is not providing a stable fps, for example

SetFrameLimit(60) will provide an fps ranging from 120 to 57

Expected variance of 57-62 instead of an 57-120, fps will spike to 120 infrequently but consistently hits 70-80 fps

Running Windows 7 (x64) 32 bit program, latest Git dump.

2
General / SetFramerateLimit does not seem to work correctly
« on: January 31, 2012, 02:34:08 am »
This problem is also occurring to me on a Windows 7 (x64) computer, running the program in 32 bit mode, haven't tested in 64 bit mode.

EDIT:

this is using the latest git in a c++ program.

3
General discussions / My discoveries whilst using SFML
« on: August 31, 2009, 05:09:57 pm »
Quote
This can be fixed without casting coordinates to integers. I still haven't found a global solution which solves all the rendering issues (there really are a lot of them), but this particular issue is already fixed in the current SVN sources. At least that's what my latest tests showed ; feel free to test yourself on your own application to validate it  


firstly, it's not fixed :P.

second of all i believe that as you said, the window and scene are kept seperate.

so when calling app.Draw, perhaps then the scenes position vectors are translated to int's


Quote
Non-smoothed fonts are just ugly.


Honestly mate, thats just like saying "i think that nonAA fonts are ugly and therefore will restrict you from using them." is it really upto you to decide that?? by adding one function you can pass that decision from you to the user, and thats where the decision should be. hell i wanted to make the font purple with pink spots and the functionality was EASILY there, i should be able to do just that. just because you dont like it doesnt mean it shouldnt be there.

4
General discussions / My discoveries whilst using SFML
« on: August 31, 2009, 11:46:56 am »
Hi, i'm an avid developer currently working on a 2d mmorpg.

along my travels i have come to rest on the wonderful api that is SFML.

now i just wish to post a few troubles i've had with the engine

Firstly, decimals and rendering.

when drawing to the screen, the float x and y should be cast to int.

why?

well, if you don't you'll experience strange rendering, positional and tearing glitches. where part of the sprite tears, or is compressed.

IMHO this should be fixed, as for me atleast it was confusing that when i started moving my characters they all of a suden became distorted.

this should ALSO be applied to view co-ordinates, as this has the same effect.

I would also ask, why sprite's require float X and Y coordinates, as from my experience you cant have half a pixel on the screen, as that doesn't make any sense.

If float variables are needed, atleast have an option when drawing to use non-rounded variables, or explicitly in the documentation refer to this drawing behaviour.

Another issue i have had with SFML is the font system, which in my opinion is a bit retarded...

firstly, i don't see why you couldnt just add an option to disable smoothing for sprites, it took me all of 2 minutes to add the code to the SVN release. 2 MINUTES, and it fit into the rest of the API

font->SetSmooth(bool Smooth);

Heres the code if you are indeed to busy

(goes into font.hpp)

void SetSmooth(bool Smooth);

(goes into font.cpp)

void Font::SetSmooth(bool Smooth){
texture->SetSmooth(Smooth);
}

i mean, really?

Other then this i have no REAL issue with the engine, it has done what it was supposed to do, at perfect speeds.

and to this i thank you Laurent :D as i'm sure most of the SFML community does.

Please Reply people if you would like to point out my stupidity, i love to learn and love criticism :D

5
Graphics / Position of an object whilst using SetScale
« on: August 30, 2009, 11:15:39 am »
when i set the scale of an object with center (0,0), its x and y position are changed :S

This is in the SVN sfml release

6
Graphics / image tearing???
« on: August 29, 2009, 12:15:35 am »
ok, this fixed the problem. but on another random note, my background which is 1px wide and 800 high, when stretched chages its origin by 100px, odd

7
Graphics / image tearing???
« on: August 28, 2009, 06:38:45 pm »
Ok, will do laurent

just a heads up though, i dont use image smoothing, its FUGLY. specially for a sprite based pixel game. anyways i'll see what the sfml2 does for me

8
SFML projects / Squeebs, a 2d comic mmorpg
« on: August 28, 2009, 06:37:58 pm »
ah, yes a few minor glitches here and there, but overall ALOT more stable, wouldnt you agree?

9
Graphics / image tearing???
« on: August 28, 2009, 02:09:43 pm »
aww ok, well do you think it could be that the x and y are at decimal positions?

10
SFML projects / Squeebs, a 2d comic mmorpg
« on: August 28, 2009, 02:03:00 pm »
New version out!!!, loads of bugs fixed

try it out at http://squeebs.coderzilla.com/game/squeebsrev3.rar

11
Graphics / image tearing???
« on: August 28, 2009, 02:00:52 pm »
i dont really wanna release the source, as it contains passwords .ect

if you want you can try the game out at http://squeebs.coderzilla.com/game/squeebsrev3.rar

12
Graphics / image tearing???
« on: August 28, 2009, 01:42:04 pm »
yeppers, plus a massive ammount of cpu usage.

would switching to the latest 2.0 beta help?

13
Graphics / image tearing???
« on: August 28, 2009, 01:29:11 pm »
thanks for that tip, and i've now disabled vsync, but alas there still is the issue of tearing...

14
Graphics / image tearing???
« on: August 28, 2009, 05:24:45 am »
If you havent realised, there is no image smoothing.

and you why cant i have frame limit AND vsync?

15
Graphics / image tearing???
« on: August 27, 2009, 09:03:38 am »
VSYNC is on, as is frame limit 60 fps

i tried disabling vsync, then frame limit, and then frame limit AND vsync to no avail

Pages: [1] 2
anything