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Messages - Weeve

Pages: [1] 2 3 ... 6
1
General / Re: Linking change from v1.6?
« on: September 13, 2013, 02:24:27 am »
messing around with it, was changed to:
LIBS += -lsfml-system -lsfml-window -lsfml-graphics

sorry for the spam post X-D

2
General / Linking change from v1.6?
« on: September 13, 2013, 01:45:16 am »
Haven't messed with SFML since v1.6, and in my old project, I finally got all the 1.6 Upper-camel & event name changes switched over to 2.0, and now its not finding the libs to link to (likely a name change?)

I'm useing Qt's .pro, current code snippet:
LIBS += -l sfml-system -l sfml-window -l sfml-graphics

Errors, basically library not found:
error: sfml-system: No such file or directory
error: sfml-window: No such file or directory
error: sfml-graphics: No such file or directory

Haven't messed with this section of code in a long time, and still learning C++, ty for the help :-)

3
Graphics / Re: The way to draw a Isometric square the fastest
« on: March 22, 2013, 10:21:13 pm »
Assuming that the answer is just to draw it with a sprite, and let the GPU do any optimizations

Oh, and another question, I want to cut an isometric tile out of a spritesheet, how could I cut it diagonally? does SFML support masks that I can draw, then have it cut out that shap, or do I just iterate over a pixel list and have it remove the onces in the list

4
Graphics / Re: The way to draw a Isometric square the fastest
« on: March 22, 2013, 03:35:13 am »
Well, neither, Lol, I haven't written a single line of code yet, so idk if there are any performance issues, and I don't think this counts a "premature" optimization.. maybe more of a "preinfant" optimization ;D

I've only began making ideas, and crappy programmer art so far, since I figure I'll have only two problems that will hog system resources(pathfinding, and rendering), it would be a good idea to find out the right way of doing them before I dive into making a couple hundred/thousand lines of code based on a guess.

5
Graphics / Re: The way to draw a Isometric square the fastest
« on: March 21, 2013, 11:32:25 pm »
not that I have to draw an image twice, but that twice the amount of pixels are being drawn, my square looks exactly like exploit3r's, but its scaled on the Y axis by 0.5 Relative, but the case is still the same, and could you confirm that OpenGL/Nvidia/AMD skips Alpha of 0? it sounds logical, but maybe not true

6
Graphics / Re: The way to draw a Isometric square the fastest
« on: March 21, 2013, 10:02:26 pm »
then I have a 50% efficiency problem, since I'm basically drawing twice the pixels of the map, since an isometric square is only filling 50% of the rectangle

explain "draw squares with the same texture together"

7
Graphics / The way to draw a Isometric square the fastest
« on: March 21, 2013, 07:26:48 pm »
I want to draw a 2D isometric square the fastest, the bottom two corners will always be empty, the top two might be filled (on buildings, for example, which have height above the size of the tile)

Speed is my largest concern, I don't care how messy/hard it is

I'm wanting to make an Age Of Empires II like game, if that gives you a better idea of possibilities

8
Triggered when setMouseCursorVisible was placed withing game loop (causing mouse image to be set to plain mouse?)

Possible fix: check if cursor is already visible before applying changes

#include <SFML/Graphics.hpp>

int main(){
        sf::RenderWindow window(sf::VideoMode(512, 256), "Cursor-Test");

        while (window.isOpen()){
                sf::Event event;
                while (window.pollEvent(event)){
                        if(event.type == sf::Event::Closed){
                                window.close();
                        }
                }
                // I had set cursor visible in my game loop, which seems to be the trigger
                window.setMouseCursorVisible(true);
                window.display();
        }

        return 0;
}
 

9
Hold on, been away a few days, ill go carve down my project to find exactly what is needed to make it act like this :-)


10
System / Re: No Operand * and Operand / for sf::Vector2*sf::Vector2
« on: February 17, 2013, 05:19:35 pm »
In all the environments I've used, * has never meant dot, although I know it can, that's the reason to read documentation before using something, operators are supposed to all be member-wise. Dot and cross are rather expensive operations, so I can't imagine anyone using the * operator for them without reading documentation

Also, explain ambiguity in the / operator?

I believe 1.6 used the * operator, and I never had ambiguity problems.

Should I write my own Vector2/3 class inheriting Sfml's Vector2/3s, or is there somewhay I can add just the * operator without a class write?


reason I'm considering it:
sf::Vector2<unsigned int> Resolution = Display._App.getSize();
sf::Vector2<float> ViewResolution = Display._App.getView().getSize();
sf::Vector2<float> ResChange(ViewResolution.x/Resolution.x,ViewResolution.y/Resolution.y);
sf::Vector2<int> MPos = sf::Mouse::getPosition(Display._App);
sf::Vector2<int> RelativeMPos(MPos.x*ResChange.x,MPos.y*ResChange.y);
int Bbi = MainMenu.GetBoundingBoxIndex(RelativeMPos);

11
Why would it be so oddly named :o , but I still feel dumb for not noticing it

Anyways, it works, ty :D

12
System / Re: No Operand * and Operand / for sf::Vector2*sf::Vector2
« on: February 17, 2013, 07:21:20 am »
documentation is for a scalar, what do you mean by 'sf::operator*(AVector,BVector)' is that even valid syntax?

13
System / No Operand * and Operand / for sf::Vector2*sf::Vector2
« on: February 17, 2013, 07:00:06 am »
Sfml 2.0 Release candidate.

irritatingly, there is no * and / operator for two sf::Vector2s.. its easily avoidable by doing a memberwise multiplication myself, just... irritating, if there is a *= and /=, why not have a * and / operator?

14
single thread :) but like I said, when I move the code over to Kestrel, ill have to have a cleaner way of doing things, as I would be unsure of _everything_ the programmer may/may-not be doing

current implementation of your code:
void Window::DeleteWindow(){
        if (_App != NULL){
                delete _App;
                _App = NULL;
        }
}

Window::~Window(){
        DeleteWindow();
}

void Window::SetFullscreen(bool Fullscreen){
        if (Fullscreen){
                if (!_Fullscreen){
                        DeleteWindow();
                        _App = new sf::RenderWindow(sf::VideoMode(1280,1024), "Biggest Fish",sf::Style::Fullscreen);
                }
        }else{
                if (_Fullscreen){
                        DeleteWindow();
                        _App = new sf::RenderWindow(sf::VideoMode(640,480), "Biggest Fish");
                        sf::View Viewport( sf::Rect<float> (0,0,1280,1024) );
                        _App->setView(Viewport);
                }
        }
}
 

soon this temp project will be done, and ill post it on the projects part of the forum  ;D

the reason I make temp projects is so that I can see areas where Kestrel3D needs features/functionality/has-errors this temp project was for 2D support on Kestrel3D, which before was 0% :lol:

thanks for the help, is there anything I could help you with? I make 3D art that's pro quality, and I actively use OpenGL, and could offer help there

15
Ty :D messy but works  ;)  (until I move the code from my temp project to my main project Kestrel3D, then I will need something more intuitive to work with)

As a side note, why isn't there a setStyle in sfml anyway?


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