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Messages - coolian

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1
General discussions / How do i use SFML with microsoft live share?
« on: September 11, 2021, 04:52:59 pm »
When i am in a live share session and start the debugger it will start the live share console on all users devices however it wont share or create a RenderWindow for other users, and if other users start the debugging process it still will only create a window for me. I need it to create a window for all of the participants.

2
General / How do i get pySFML?
« on: June 27, 2020, 09:15:27 pm »
using pip install pySFML in terminal gives me this: ERROR: Could not find a version that satisfies the requirement pySFML (from versions: none)
ERROR: No matching distribution found for pySFML

so how do i get pysfml

3
General / Re: opengl what to use instead of glbindbuffer
« on: February 23, 2019, 12:36:24 am »
i already read that but i didnt really payed attention i got a laptop with 1.1ghz intel pentium 4200n which runs win10 and has a radeon 350 with 2 gigabyte vram and8 gigabyte ram im using sfml 2.5.1 dynamic trying run the debugger gives me an error and visual studio asks me if i want to run the last succesfull compiled version the error that visualstudio gives me says Der Bezeichner ""glGenBuffers"" ist nicht definiert which is german and translates into The identifier "" glGenBuffers "" is not defined or in chinese 標識符“”glGenBuffers“”未定義 and i get the same error for glbindbuffers GL_ARRAY_BUFFER glbufferdata GL_STATIC_DRAW it also gives me this error: "glBufferData": Bezeichner wurde nicht gefunden. which in englisch means "glBufferData": Identifier not found.
i dont think code is neccesary but here are the lines in which the errors occur:glGenBuffers(1, VBO);
      glBindBuffer(GL_ARRAY_BUFFER, VBO);
      glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
my imports are:#include<iostream>
#include<SFML/OpenGL.hpp>
#include<SFML/Window.hpp>
 
pretty sure thats all u can possibly need

4
General / opengl what to use instead of glbindbuffer
« on: February 22, 2019, 11:32:45 pm »
what to use instead of glBindBuffer and GL_ARRAY_BUFFER and glBufferData and likely some other functions as well

5
General / sfml collision with textures
« on: February 15, 2019, 10:44:29 pm »
so my problem is i have a tilemap which loades the textures from a tile set and i have a player which starts at the corner the player can be moved with wasd and shoot with the left mouse button now if i move the player i can move into walls and i dont want that but if i make the whole tilemap collidable it wont work because only some tiles are walls but since the tilemap is one sprite i cant do anything different so how can i implement collision my source code:https://pastebin.com/MzLFZBfK btw the tilemap and loading the textures and all that works fine i just need collision

6
General / Image wont load
« on: June 30, 2018, 07:25:47 pm »
hello guys :)
i have a problem with well obviously an  sfml project my image wont load but the path should be correct if sfml dosnt do anything with it and the file format is .png and the names are right in code now i want to know why it isnt loading here i ahve some code
/code #include<iostream>
#include<fstream>
#include<string>
#include"SFML\Graphics.hpp"

sf::Texture loadImage(std::string);
sf::Sprite createSprite(sf::Texture,float,float);

int main() {

   sf::RenderWindow renderWindow(sf::VideoMode(640, 480), "menu");

   float pos = 0.0f;
   float pos1 = 0.0f;

   sf::Texture dirt = loadImage("dirt.png");
   sf::Texture grass = loadImage("grass.png");
   sf::Texture player = loadImage("dirt.png");

   sf::Sprite s_player = createSprite(player, pos, pos1);

   sf::Event event;

   while (renderWindow.isOpen()) {
      while (renderWindow.pollEvent(event)) {
         if (event.type == sf::Event::EventType::Closed) {
            renderWindow.close();
         }
      }

      renderWindow.clear(sf::Color::White);
      renderWindow.draw(s_player);
      renderWindow.display();
   }

   return 0;
}

sf::Texture loadImage(std::string fileName) {
   sf::Texture texture;
   if (!texture.loadFromFile(fileName)) {
      std::cout << "failed to load image" + fileName << std::endl;
   }
   return texture;
}

sf::Font loadFont(std::string fileName, sf::Font font) {
   if (!font.loadFromFile(fileName)) {
      std::cout << "failed to load font" + fileName << std::endl;
   }
   return font;
}

sf::Sprite createSprite(sf::Texture texture, float pos, float pos2) {
   sf::Sprite sprite(texture);
   sprite.setPosition(pos, pos2);
   return sprite;
}

btw if anyone could tell me how to mark some text as code then please do it

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