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Messages - akhena

Pages: [1]
1
Window / Re: Fullscreen mode not working
« on: June 13, 2012, 03:02:54 pm »
Bump...

Anyone would have a brilliant idea to help me find the problem here ? :)

2
Window / Re: Fullscreen mode not working
« on: June 10, 2012, 11:42:46 am »
Hello,

First thanks for taking a look into it. :)

I tried Rosme solution, but I was pretty convinced it wouldn't help. Sure I had no decent way to close my app, but Alt+F4 should have done the trick. Plus Ctrl+Alt+Del should have brought up the Task Manager. But it doesn't. Anyway I tried it, and here is my code.
 #include <SFML/Graphics.hpp>

 int main()
 {
     // Create the main window
     sf::RenderWindow window(sf::VideoMode(800, 600), "SFML window" , sf::Style::Fullscreen );

     // Create a graphical text to display

     sf::Text text("Hello SFML", sf::Font::getDefaultFont(), 50);

     // Start the game loop
     while (window.isOpen())
     {
         // Process events
         sf::Event event;
         while (window.pollEvent(event))
         {
             // Close window : exit
            /* if (event.type == sf::Event::Closed)
                 window.close();
                 */

             if(event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Escape)
                window.close();
         }

         // Clear screen
         window.clear(sf::Color(200,200,128));

         // Draw the string
         window.draw(text);

         // Update the window
         window.display();
     }

     return EXIT_SUCCESS;
 }
 
But the same problem happens.

I'll try to describe my problem a little bit better. When I launch that application, the screen turns completely black. And there's no reaction whatsoever to any mouse / keyboard input I do. So I "guess" the program crashes, but I don't see any confirmation of this. The only way out is the reset button of my desktop.

When I say I could only debug till that line, I meant that executing this last line, the screen turns completely black, and I can't go back to the debugger. I tried Alt+Tab, Alt+Esc and Alt+F4 and finally Alt+Ctrl+Del. But I'm still sitting in front of a black screen. So I have to reboot my computer.

This is rather cumbersome, because I don't see how to find out what's wrong, as I can't see anything.

Otherwise if I comment out the sf::Style::Fullscreen, I can successfully run the app in window mode. The background is greenish and I can red a white Hello SFML in the top left corner.

My config is : Intel i7-2600K using its on board graphic chip HD Graphics 3000. RAM : 8 Go. OS : Windows 7 64 bits.

PS : Nobody answered this, but I suppose the minimal code I provided works perfectly on other machines... ?

3
Window / Fullscreen mode not working
« on: June 09, 2012, 04:47:27 pm »
Hello everyone,

I would be glad to get some help here with my problem. It seems like I can't go in fullscreen mode without problems.

So first here is my minimal code :

#include <SFML/Graphics.hpp>

 int main()
 {
     // Create the main window
     sf::RenderWindow window(sf::VideoMode(800, 600), "SFML window", sf::Style::Fullscreen);

     // Create a graphical text to display

     sf::Text text("Hello SFML", sf::Font::getDefaultFont(), 50);


     // Start the game loop
     while (window.isOpen())
     {
         // Process events
         sf::Event event;
         while (window.pollEvent(event))
         {
             // Close window : exit
             if (event.type == sf::Event::Closed)
                 window.close();
         }

         // Clear screen
         window.clear(sf::Color(200,200,128));

         // Draw the string
         window.draw(text);

         // Update the window
         window.display();
     }

     return EXIT_SUCCESS;
 }
 

When I run this, I get a black screen and nothing seems to work anymore. There are no response from keyboard inputs. I tried Ctrl-Alt-Del to no avail.

I'm on windows 7. Compiled with the latest SFML from GitHub. Tried to link on both release and debug dll.

I tried to debug to see how far I can go, but it stops at
void WindowImplWin32::switchToFullscreen(const VideoMode& mode)
{
    DEVMODE devMode;
    devMode.dmSize       = sizeof(devMode);
    devMode.dmPelsWidth  = mode.width;
    devMode.dmPelsHeight = mode.height;
    devMode.dmBitsPerPel = mode.bitsPerPixel;
    devMode.dmFields     = DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL;

    // Apply fullscreen mode
    if (ChangeDisplaySettings(&devMode, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
 
this last line.

Might be obvious as it will indeed go in fullscreen.

If you see anything I could do to find what's wrong, that would be of great help.

PS : I realize this should have gone in the Window forum. If a mod wants to move it, be my guest. :)

4
Graphics / sf::View
« on: September 13, 2011, 02:28:46 pm »
No answer on this one ? Is the question too "stupid" ?  :cry:

5
Graphics / Text rendering problem
« on: September 04, 2011, 06:13:02 pm »
Thanks for the link, unfortunately it doesn't solve my problem.   :(

6
Graphics / Text rendering problem
« on: September 04, 2011, 03:59:28 pm »
Hello,

I finally made a "minimal" code to show the bug I had when displaying some text. I know this problem doesn't happen on all computers, as it doesn't on my laptop. Nevertheless, I thought it might be of interest.

If anyone has an idea to help me find the culprit, I would appreciate.

Code: [Select]
#include <iostream>
#include <list>
#include <vector>
#include <SFML/Graphics.hpp>

using namespace std;

int main()
{
    sf::Font font;
    // Create a window and its view
    sf::RenderWindow window(sf::VideoMode(800, 600), "SFML Game");
    // Load font
    if (!font.LoadFromFile("comic.ttf"))
        {
            std::cout << "Could not load font." << std::endl;
            return EXIT_FAILURE;
        }

    typedef std::list<std::string> StringList;
    StringList stringList;

    stringList.push_back("Test avec le texte");
    stringList.push_back("éèàêzZaA ù");
    stringList.push_back("ABCDEFGHIJKLMNOPQRSTUVWXYZ");
    stringList.push_back("abcdefghijklmnopqrstuvwxyz");
    stringList.push_back("éèàê");

    std::vector<sf::Text> textLines;
    float lastLinePosition = 0.f;

    for(std::list<std::string>::iterator line = stringList.begin(); line != stringList.end();
            ++ line)
    {
        sf::Text textLine(*line, font, 20);
        textLine.SetColor(sf::Color::Red);
        sf::Vector2f position;
        position.x = 10.f;
        position.y = std::floor(10.f + lastLinePosition + 0.5);
        textLine.SetPosition(position);
        textLines.push_back(textLine);
        lastLinePosition += font.GetLineSpacing(20);
    }

    // Start the game loop
    while (window.IsOpened())
    {
        // Process events
        sf::Event event;
        while (window.PollEvent(event))
        {
            // Close window : exit
            if (event.Type == sf::Event::Closed)
                window.Close();
        }

        // Clear screen
        window.Clear();
        for(std::vector<sf::Text>::iterator line = textLines.begin(); line != textLines.end();
                    ++line)
        {
            window.Draw(*line);
        }
        // Update the window
        window.Display();

    }
    return EXIT_SUCCESS;

}

Of course you'll need comic.ttf in your folder. But I guess this font can be found on most computers...

I'm running this on an AMD 2400++ with an ATI Radeon 9600 graphic card. I already tried to install the latest driver, with no success.

You can find my print screen here : http://imageshack.us/f/684/sfmltext.jpg
The problem appears on the 4th line.

7
Graphics / sf::View
« on: September 02, 2011, 03:06:56 pm »
All this makes sense. Thank you.

But then didn't we just bury the public interface of sf::View into the sf::RenderWindow ? Take for instance the
Code: [Select]
void sf::View::Move( const Vector2f & offset )  member function. You cannot apply it directly on the View of the window. You must create another View on the side, which is a replicate of the window View, move it, and every time copy it back with SetView().

Is it how it is intended to work ?

As a side question, I was wondering if the View makes any culling from the part of openGL. I guess yes, but as I'm no expert, I was wondering if it is more efficient to only draw what will be visible, or if the "graphic engine" takes care of that.

8
Graphics / sf::View
« on: August 22, 2011, 04:53:17 pm »
Ok, thanks.

Just also wondering why not make a non-const GetView() ? Is that also too "dangerous" ?

9
Graphics / sf::View
« on: August 22, 2011, 03:58:23 pm »
I'm starting to use SFML2. I'm a bit surprised that the View in a RenderWindow is not a reference to an external view, but a copy of the View passed to the SetView method. I was expecting that one could use some code like this :

Code: [Select]

sf::RenderWindow window(sf::VideoMode(800, 600), "SFML test");
sf::View camera(sf::FloatRect(0.f, 0.f, 800.f, 600.f));
camera.SetViewport(sf::FloatRect(0.f, 0.f, 1.f, 1.f));
window.SetView(camera);

//and then later on
camera.Move(20.f, 0.f);
//But nothing happen until I call
window.SetView(camera);


Did I miss something ? Is there a design reason for not holding a reference but a local copy of the View object ? Thanks for clarifying.  :)

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