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Messages - Makuto

Pages: [1] 2 3 ... 5
1
General / Re: Crash when attempting to initialize anything SFML Mingw
« on: June 18, 2013, 01:33:04 am »
I ended up compiling on virtual Win 7, which worked fine. Now I just have to wait for Ubuntu to support GCC 4.7 (I'm OK with that)

2
General / Re: Crash when attempting to initialize anything SFML Mingw
« on: June 17, 2013, 08:20:42 pm »
But nothing has to change with Mingw?

3
General / Re: Crash when attempting to initialize anything SFML Mingw
« on: June 17, 2013, 07:34:41 pm »
Looks like GCC 4.7 isn't in the default repository for Ubuntu, but I can get it. Do I need to do anything to Mingw once I do get 4.7 (if I should)?

Or should I just recompile it in Mingw?

4
General / Re: Crash when attempting to initialize anything SFML Mingw
« on: June 17, 2013, 04:58:59 pm »
Using built-in specs.
COLLECT_GCC=i686-w64-mingw32-gcc
COLLECT_LTO_WRAPPER=/usr/lib/gcc/i686-w64-mingw32/4.6/lto-wrapper
Target: i686-w64-mingw32
Configured with: ../../src/configure --build=x86_64-linux-gnu --prefix=/usr --includedir='/usr/include' --mandir='/usr/share/man' --infodir='/usr/share/info' --sysconfdir=/etc --localstatedir=/var --libexecdir='/usr/lib/gcc-mingw-w64' --disable-maintainer-mode --disable-dependency-tracking --prefix=/usr --enable-shared --enable-static --disable-multilib --enable-linker-build-id --with-system-zlib --libexecdir=/usr/lib --without-included-gettext --libdir=/usr/lib --enable-libstdcxx-time=yes --with-tune=generic --enable-version-specific-runtime-libs --enable-threads=win32 --enable-fully-dynamic-string --enable-sjlj-exceptions --enable-languages=c,c++,fortran,objc,obj-c++,ada --enable-lto --with-plugin-ld --target=i686-w64-mingw32 --with-gxx-include-dir=/usr/include/c++/4.6 --with-as=/usr/bin/i686-w64-mingw32-as --with-ld=/usr/bin/i686-w64-mingw32-ld
Thread model: win32
gcc version 4.6.3 (GCC)

5
General / Re: Crash when attempting to initialize anything SFML Mingw
« on: June 17, 2013, 04:08:34 pm »
Drat. Didn't want to do either :(

6
General / Crash when attempting to initialize anything SFML Mingw
« on: June 17, 2013, 03:25:05 pm »
I've been working on getting a client going with SFML network but I am having a lot of difficulty.

I am compiling with Mingw 32 bits on Ubuntu, using the most recent SFML 2 stable release. I am trying to compile a Windows executable with i686-w64-mingw32-g++.
Here is the code:
http://pastebin.com/RUbRE41D
The crash occurs on line 41, or whenever I initialize an SFML object.
Here is my procedure:
i686-w64-mingw32-g++ -c message.cpp
i686-w64-mingw32-g++ -o messager.exe message.o -lsfml-network -lsfml-graphics -lsfml-window -lsfml-system


It compiles and links without error, but when I execute the .exe with wine, this is my output:
http://pastebin.com/100r5tTN

I've never dealt with "Unhandled Page Fault on Write Access" errors, so what should I do? I have all of the DLLs in the same directory etc. and have tried reinstalling SFML. Also, compiling SFML for Windows in Linux myself is not preferred!

7
Graphics / Re: Origin after sub rect
« on: April 12, 2013, 02:39:45 am »
Also why are you interested in knowing what SFML 1.6 does, if you're already using SFML 2?

SFML 1.6 is easier (for me) when I port to other platforms (like Windows). It also shows where my library has holes in abstracting the graphic/audio/input systems. I'm really liking SFML 2.0, so when it is released I'll probably slowly abandon 1.6

Thanks for the fast answers.
SFML2 is technically done. All that remains is for Laurent to finish updating the website. I highly recommend switching to SFML2 now, as SFML 1.6 and prior have some severe and fatal bugs (e.g. the ATi bug) that have been resolved in SFML2.
I use SFML 2.0 completely on my development machine, but I always release for Windows and Linux 32 bit using 1.6. The work to get 2.0 compiling for those platforms hasn't been too high on my massive list.

8
Graphics / Re: Origin after sub rect
« on: April 12, 2013, 01:08:15 am »
Also why are you interested in knowing what SFML 1.6 does, if you're already using SFML 2?

SFML 1.6 is easier (for me) when I port to other platforms (like Windows). It also shows where my library has holes in abstracting the graphic/audio/input systems. I'm really liking SFML 2.0, so when it is released I'll probably slowly abandon 1.6

Thanks for the fast answers.



9
Graphics / Origin after sub rect
« on: April 11, 2013, 02:53:48 pm »
If you sub-rect a sprite, is the origin relative to the image without the sub rect or just the sub rect image? (both 1.6 and 2.0)

EDIT: I tested on 2.0 and it is relative to the sub rect (thank heavens), what about 1.6?

10
Window / Re: Input Layer
« on: April 10, 2013, 05:54:33 pm »
Ok, just making sure.

Thanks for the awesomely fast post!

11
Window / Input Layer
« on: April 10, 2013, 05:36:51 pm »
I have a library that provides a layer over SFML so I can swap it out for other versions/libraries (right now I have an SFML 1.6 version and an SFML 2.0 version). The only thing that I have to change when I swap from the SFML 1.6 layer to the SFML 2.0 layer (and vice versa) is sf::Key to sf::Keyboard (and vice versa).

What I want to do is make my own layer over those enumeration values so that I have a call like this:
myApp::isPressed(myApp::code::K)
rather than
myApp::isPressed(sf::Key::K)
that works on the SFML 1.6 and 2.0 layers without breaking them (so it becomes sf::Key::K or sf::Keyboard::K in SFML 1.6 or SFML 2.0 respectively).

Are there any functions that would make this easier? Or do I need to make my own key codes, then have a converter function that converts it from one to the other with a switch or something?

12
Graphics / Re: Drawing lines in SFML 2.0
« on: December 14, 2012, 04:43:37 am »
Sure I could do that, but how do I actually remove a vertex from the VertexArray at all?

13
Graphics / Re: Drawing lines in SFML 2.0
« on: December 14, 2012, 03:19:46 am »
So, if I need a more dynamic vertex array (ie list instead of vector), what do I do? Store the vertices separately then construct the array at render time? Somehow render individual vertices?

14
Graphics / Re: Drawing lines in SFML 2.0
« on: December 14, 2012, 01:53:09 am »
Yeah, sorry for being lazy

Thanks for the quick response!

15
Graphics / Drawing lines in SFML 2.0
« on: December 14, 2012, 01:25:20 am »
How do I draw lines in SFML 2.0? It seems like sf::Shape::Line was removed, so do I just
sf::ConvexShape line;
line.setPointCount(2);
line.setPoint(0, startPoint);
line.setPoint(1, endPoint);
line.setOutlineThickness(5);
win.draw(line);
 

? Is there a better way?

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