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Messages - 93interactive

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1
General discussions / Re: Android and iOS ports available for testing
« on: January 27, 2014, 05:01:58 pm »
There's no audio module on iOS, I'm still waiting for libsndfile to add a license exception for iOS so that I can use it statically without breaking the terms of the license. The author said it was one of its priorities, but it was months ago and I've got no news...

Well, great news in general, but do you have any hint that the author will add this exception, because i found a quote of the original developer on stackoverflow where he mentioned that he is quite happy with LGPL and when asked if he could make an exception for someones iOS game, he answered with something similar like 'i could do that but then i would have to track down every developer who has commited something and i won't do that'

So unless you have got some hint from him, that he will do it, i would not count on it.

I personally could live with throwing out libsndfile and just limit audio format support to ogg/vorbis, which is bsd licensed.

2
SFML website / Re: stylesheet br0ken in some browsers
« on: October 18, 2013, 09:47:02 am »
maybe its not enabled by default? Tried Linux/Windows current Chrome+Firefox, problem exists for sure. You actually do not need the plugin, simply accessing the site via https://sfml-dev.org should break it. But anyway, might only affect a very small user group... it is easy fixable though

3
SFML website / Re: stylesheet br0ken in some browsers
« on: October 18, 2013, 08:53:30 am »
lol, didn't try with chrome, just knew it from some similar event... problem comes from me having the https everywhere plugin from eff installed, so the problem does not exist as long as you access the site via http:// but the plugin always tries to send you to https:// if available

4
SFML website / stylesheet br0ken in some browsers
« on: October 18, 2013, 08:36:43 am »
Hi there,

seems you have not noticed yet, that the web pages styles are broken in some browsers.

You redirect to https and chrome started it and now firefox also does not allow cross https/http loading, so when running a page in https, all stylesheets and javascripts must also be https or firefox/chrome won't load it.

You need to change links like this:

Code: [Select]
<link rel="stylesheet" type="text/css" href="http://sfml-dev.org/styles/style.css" title="default" media="screen,print"/>

to this (double slash = protocol relative):

Code: [Select]
<link rel="stylesheet" type="text/css" href="//sfml-dev.org/styles/style.css" title="default" media="screen,print"/>

Here are all problematic files from firefox console:

Code: [Select]
[08:35:20.568] Blocked loading mixed active content "http://fonts.googleapis.com/css?family=Ubuntu:400,700,400italic" @ https://sfml-dev.org/
[08:35:20.571] Blocked loading mixed active content "http://sfml-dev.org/styles/style.css" @ https://sfml-dev.org/
[08:35:20.571] Blocked loading mixed active content "http://sfml-dev.org/scripts/highlight/styles/github.css" @ https://sfml-dev.org/
[08:35:20.571] Blocked loading mixed active content "http://sfml-dev.org/scripts/highlight/highlight.pack.js" @ https://sfml-dev.org/
[08:35:20.642] Blocked loading mixed active content "http://www.google-analytics.com/urchin.js" @ https://sfml-dev.org/

5
Graphics / RenderTexture, compile fail on linux gcc
« on: October 27, 2012, 12:21:16 pm »
Hi there, i am trying to user RenderTexture, but as soon as i include it as simple as this in my class:

Code: [Select]
class MyClass {
   private:
      sf::RenderTexture tex;
};

I get a compile error:

(SFML 2 current git clone, linuxmint and debian, gcc 4.6.3)

Code: [Select]
In file included from ../SFML/include/SFML/Graphics/RenderTexture.hpp:33:0,
                 from ../SFML/include/SFML/Graphics.hpp:39,
                 from include/hexgrid.h:8,
                 from src/hexgrid.cpp:1:
../SFML/include/SFML/System/NonCopyable.hpp: In copy constructor ‘sf::RenderTarget::RenderTarget(const sf::RenderTarget&)’:
../SFML/include/SFML/Graphics/RenderTarget.hpp:51:25:   instantiated from ‘void __gnu_cxx::new_allocator<_Tp>::construct(__gnu_cxx::new_allocator<_Tp>::pointer, const _Tp&) [with _Tp = HexField, __gnu_cxx::new_allocator<_Tp>::pointer = HexField*]’
/usr/include/c++/4.6/bits/stl_vector.h:830:6:   instantiated from ‘void std::vector<_Tp, _Alloc>::push_back(const value_type&) [with _Tp = HexField, _Alloc = std::allocator<HexField>, std::vector<_Tp, _Alloc>::value_type = HexField]’
src/hexgrid.cpp:55:29:   instantiated from here
../SFML/include/SFML/System/NonCopyable.hpp:67:5: error: ‘sf::NonCopyable::NonCopyable(const sf::NonCopyable&)’ is private
../SFML/include/SFML/Graphics/RenderTarget.hpp:51:25: error: within this context
In file included from ../SFML/include/SFML/Graphics.hpp:39:0,
                 from include/hexgrid.h:8,
                 from src/hexgrid.cpp:1:
../SFML/include/SFML/Graphics/RenderTexture.hpp: In copy constructor ‘sf::RenderTexture::RenderTexture(const sf::RenderTexture&)’:
../SFML/include/SFML/Graphics/RenderTexture.hpp:47:25: note: synthesized method ‘sf::RenderTarget::RenderTarget(const sf::RenderTarget&)’ first required here
In file included from include/hexfield.h:12:0,
                 from include/hexgrid.h:14,
                 from src/hexgrid.cpp:1:
include/tilerenderer.h: In copy constructor ‘TileRenderer::TileRenderer(const TileRenderer&)’:
include/tilerenderer.h:11:7: note: synthesized method ‘sf::RenderTexture::RenderTexture(const sf::RenderTexture&)’ first required here
In file included from include/hexgrid.h:14:0,
                 from src/hexgrid.cpp:1:
include/hexfield.h: In copy constructor ‘HexField::HexField(const HexField&)’:
include/hexfield.h:15:7: note: synthesized method ‘TileRenderer::TileRenderer(const TileRenderer&)’ first required here
In file included from /usr/include/c++/4.6/x86_64-linux-gnu/./bits/c++allocator.h:34:0,
                 from /usr/include/c++/4.6/bits/allocator.h:48,
                 from /usr/include/c++/4.6/string:43,
                 from /usr/include/c++/4.6/bits/locale_classes.h:42,
                 from /usr/include/c++/4.6/bits/ios_base.h:43,
                 from /usr/include/c++/4.6/ios:43,
                 from /usr/include/c++/4.6/ostream:40,
                 from /usr/include/c++/4.6/iostream:40,
                 from include/hexgrid.h:4,
                 from src/hexgrid.cpp:1:
/usr/include/c++/4.6/ext/new_allocator.h: In member function ‘void __gnu_cxx::new_allocator<_Tp>::construct(__gnu_cxx::new_allocator<_Tp>::pointer, const _Tp&) [with _Tp = HexField, __gnu_cxx::new_allocator<_Tp>::pointer = HexField*]’:
/usr/include/c++/4.6/ext/new_allocator.h:108:9: note: synthesized method ‘HexField::HexField(const HexField&)’ first required here
In file included from ../SFML/include/SFML/Graphics/RenderTexture.hpp:33:0,
                 from ../SFML/include/SFML/Graphics.hpp:39,
../SFML/include/SFML/System/NonCopyable.hpp: In member function ‘sf::RenderTarget& sf::RenderTarget::operator=(const sf::RenderTarget&)’:
../SFML/include/SFML/Graphics/RenderTarget.hpp:51:25:   instantiated from ‘void std::vector<_Tp, _Alloc>::_M_insert_aux(std::vector<_Tp, _Alloc>::iterator, const _Tp&) [with _Tp = HexField, _Alloc = std::allocator<HexField>, std::vector<_Tp, _Alloc>::iterator = __gnu_cxx::__normal_iterator<HexField*, std::vector<HexField> >, typename std::_Vector_base<_Tp, _Alloc>::_Tp_alloc_type::pointer = HexField*]’
/usr/include/c++/4.6/bits/stl_vector.h:834:4:   instantiated from ‘void std::vector<_Tp, _Alloc>::push_back(const value_type&) [with _Tp = HexField, _Alloc = std::allocator<HexField>, std::vector<_Tp, _Alloc>::value_type = HexField]’
src/hexgrid.cpp:55:29:   instantiated from here
../SFML/include/SFML/System/NonCopyable.hpp:79:18: error: ‘sf::NonCopyable& sf::NonCopyable::operator=(const sf::NonCopyable&)’ is private
../SFML/include/SFML/Graphics/RenderTarget.hpp:51:25: error: within this context
In file included from ../SFML/include/SFML/Graphics.hpp:39:0,
                 from include/hexgrid.h:8,
                 from src/hexgrid.cpp:1:
../SFML/include/SFML/Graphics/RenderTexture.hpp: In member function ‘sf::RenderTexture& sf::RenderTexture::operator=(const sf::RenderTexture&)’:
../SFML/include/SFML/Graphics/RenderTexture.hpp:47:25: note: synthesized method ‘sf::RenderTarget& sf::RenderTarget::operator=(const sf::RenderTarget&)’ first required here
In file included from include/hexfield.h:12:0,
                 from include/hexgrid.h:14,
                 from src/hexgrid.cpp:1:
include/tilerenderer.h: In member function ‘TileRenderer& TileRenderer::operator=(const TileRenderer&)’:
include/tilerenderer.h:11:7: note: synthesized method ‘sf::RenderTexture& sf::RenderTexture::operator=(const sf::RenderTexture&)’ first required here
In file included from include/hexgrid.h:14:0,
                 from src/hexgrid.cpp:1:
include/hexfield.h: In member function ‘HexField& HexField::operator=(const HexField&)’:
include/hexfield.h:15:7: note: synthesized method ‘TileRenderer& TileRenderer::operator=(const TileRenderer&)’ first required here
In file included from /usr/include/c++/4.6/vector:70:0,
                 from include/hexgrid.h:5,
                 from src/hexgrid.cpp:1:
/usr/include/c++/4.6/bits/vector.tcc: In member function ‘void std::vector<_Tp, _Alloc>::_M_insert_aux(std::vector<_Tp, _Alloc>::iterator, const _Tp&) [with _Tp = HexField, _Alloc = std::allocator<HexField>, std::vector<_Tp, _Alloc>::iterator = __gnu_cxx::__normal_iterator<HexField*, std::vector<HexField> >, typename std::_Vector_base<_Tp, _Alloc>::_Tp_alloc_type::pointer = HexField*]’:
/usr/include/c++/4.6/bits/vector.tcc:317:4: note: synthesized method ‘HexField& HexField::operator=(const HexField&)’ first required here

6
Graphics / Best way to draw on Sprite?
« on: November 20, 2011, 07:59:06 am »
Hi,

what is the best way to draw on a sprite with sfml 2?

As far as i can see:

    get texture of sprite
    get image from texture
    draw to image
    create texture from image
    set texture to sprite


Doesn't sound high-performance to me... Any other ideas?

7
Graphics / Problem understanding RenderTexture, SFML 2
« on: October 23, 2011, 01:14:16 pm »
yes, that does the trick, thank you

8
Graphics / Problem understanding RenderTexture, SFML 2
« on: October 23, 2011, 09:53:19 am »
Hi,

i having a weird situation that i do not understand, maybe someone could explain me what happens and if there is a way to prevent this.

I have a level, built from a tile map, that i render into a RenderTexture (the whole map at once). Although drawing only the visible portion of the tile map would be faster, i need this to be able to modify the level by for example adding blood splatter onto the tiles.

From that render texture, i build a sprite, and that i do render.

Now everything works fine, until i do load any other texture after setting up the RenderTexture object. Once i load any texture object, the RenderTexture seems to get replaced with that texture.

So in code speaking (not the actual code, just to make clear what i am talking about):

Code: [Select]

RenderTexture t;
Sprite s;
Texture otherTex;
Sprite otherSprite;

void init() {
   otherTex.LoadFromFile("sprite.png");
   otherSprite.SetTexture(otherTex);
   RenderTexture t;
   t.Create(800, 600);
   DrawMap(t);
   t.Display();
   s.SetTexture(t.GetTexture());
}

void draw() {
   window.Clear();
   window.Draw(s);
}


does work, while...:

Code: [Select]

void init() {
   RenderTexture t;
   t.Create(800, 600);
   DrawMap(t);
   t.Display();
   s.SetTexture(t.GetTexture());

   otherTex.LoadFromFile("sprite.png");
   otherSprite.SetTexture(otherTex);
}

void draw() {
   window.Clear();
   window.Draw(s);
}


...does draw a large scaled image of sprite.png

Why is this happening?

9
SFML projects / KreiselBall
« on: October 28, 2009, 04:29:48 pm »
KreiselBall is now available from its homepage

i am currently think about making a demo, if you are interested, let me know.

@danman: i am not sure what you mean, could you give more detail? Maybe you just mean the video, its recorded with... 15 fps i think, the ball moves quite fast sometimes and it might happen, that the video does not show the impact, but with 60fps while playing you can see them.

10
Graphics / performance drop linux vs. vista
« on: October 28, 2009, 12:34:59 pm »
i think i somehow messed my svn and lib versions up, i now cleanly checked everything out again and made sure, its using the right libraries and now it does not segfault anymore, although the intel version is completely messed up, image loading wise. it loads random images, and it seems really depending on the intel driver. i can take the compiled code including libraries and run it on a non intel system without problem.

11
Graphics / performance drop linux vs. vista
« on: October 28, 2009, 10:21:27 am »
i was using svn2 branch, just updated to the newest svn and now its segfaulting.

unfortunately its not segfaulting when started with gdb (just hangs), so i cant tell you what is happening, it is initializing the screen, but thats it.

i am running it on two different machines, one a notebook with intel graphics, which suffered the glx problems like described in this topic:

http://www.sfml-dev.org/forum/viewtopic.php?t=1426&start=105

now the glx problems are gone, but its segfaulting (on the other machine, nvidia card too)

i know that the intel driver has major problems with opengl 2 (leading to crashes and memory leaks), maybe thats a little hint. can i disable opengl 2 or 3?

12
Graphics / performance drop linux vs. vista
« on: October 25, 2009, 10:14:47 am »
Quote from: "Julien_v42"

You say you're 'blitting', are you using OpenGL textures on quads or sf::Sprite or ...?


sf::Sprite

13
Graphics / performance drop linux vs. vista
« on: October 25, 2009, 10:14:18 am »
Quote from: "Laurent"
Quote
if i run the game on my notebook under linux, everything is fine, but as soon as i run it on the same notebook under windows vista, its eating away 90% cpu in a stage, where almost no logic takes place (its a simple countdown before the game)

Is it just eating more CPU, or is it really slower? If so, can you give some numbers?


it's eating away more cpu... and therefor drops fps

i just tried the following: i have one level, which runs on 60 fps on linux and with about 40 on windows. in the background there is a particle effect. it does only go through a vector with maybe 100 objects and calls a function that updates position (simple float addition on x+y), then checks if its on screen and draws if so. if i disable this function call, it does run on windows with 60 fps too.

one thing comes up to mind here. for checking if its on screen, i get the current views position and size for every particle, this is maybe a bad idea and i will change this soon, but maybe it is not necessary at all... is sfml checking if the sprite is on screen by itself?

Quote

If it's already fast on Linux then maybe the problem is not from SFML?


well, on the starting countdown there is only code for drawing (and updating particle positions), the countdown itself and a sound that is played every second.

14
Graphics / performance drop linux vs. vista
« on: October 24, 2009, 07:46:08 am »
yes, its a nvidia 8800m with newest drivers, everything else seems to work fine and fast.

15
Graphics / performance drop linux vs. vista
« on: October 23, 2009, 03:38:19 pm »
Hello,

i have noticed that on the same machine there is a major difference in drawing performance.

the game is tilebased and in the moment i am blitting tile for tile, but try to only blit tiles that are visible, it does end up with a lot if small blits per redraw.

if i run the game on my notebook under linux, everything is fine, but as soon as i run it on the same notebook under windows vista, its eating away 90% cpu in a stage, where almost no logic takes place (its a simple countdown before the game)

a few ideas came up, how to increase performance, but in the current stage this would be major work, maybe someone here already tried similar and can tell the results:

i have heard, that newer windows (>= vista) do not support opengl well, is there a way to tell sfml (2) which driver to use? (directx)

would it be faster to reduce number of blits by building a huge bitmap with all static tiles blitted on it (would result in a very large bitmap in my case, something around 6000x6000)

is there a way, similar to sdl, to mark images as 'this is something to hold preferable in video ram'?

any other ideas how to optimize such a situation?

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