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Messages - Jakman4242

Pages: [1] 2
1
General / Statically Linking Issues [not quite resolved]
« on: May 31, 2010, 09:21:49 pm »
Oh, uhm, yeah. I kind of hijacked his thread.  :oops:

2
General / Statically Linking Issues [not quite resolved]
« on: May 31, 2010, 12:25:34 am »
That would have been funny if I had a D drive. :)

C:\Users\Jack\Code\sfml2\... It must be SFML 1.6~!

Well, really. I have 2 different SFML2 bases saved(svn current and snapshot), and neither will work. I've made sure I'm compiling SFML2.

Maybe I should just give up at this point. lol.

3
General / Statically Linking Issues [not quite resolved]
« on: May 30, 2010, 08:34:34 pm »
I'm using SFML2.0 libraries and headers.
When I remove the -s from each linker option and put SFML_DYNAMIC back it, it all runs fine.

4
General / Statically Linking Issues [not quite resolved]
« on: May 27, 2010, 06:39:53 am »
Well, it's interesting. With the system lib test in the setup tutorial, it builds and runs no problem. Yet most of the errors I'm getting are system lib related. When I try to use another package, say, Window or Graphics, I get errors. Of course I include the system as well to double check.

*shrugs*

5
General / Statically Linking Issues [not quite resolved]
« on: May 27, 2010, 05:12:33 am »
I'm still confundled.

I have the latest SVN version of SFML, compiled using the batch process, and when I attempt to build my project I still get those undefined errors like on the first post.

My MinGW version is 4.4, the version supplied on the tutorial. I also made sure to rebuild the libraries with MinGW 4.4 installed.

[EDIT] Well, no, they're not the same, actually.


I know I'm not forgetting to link properly, because I've checked over that constantly. (-lsfml-system-s, -lsfml-window-s, -lsfml-graphics-s, -lsfml-audio-s)

6
General / Statically Linking Issues [not quite resolved]
« on: May 26, 2010, 07:01:28 am »
The information in that topic didn't solve my static linking issues, they persisted even after following all that developed in the topic.

I'm still trying to figure it out, myself.

7
General / Errors on exit with SFML2 examples
« on: May 20, 2010, 02:53:49 am »
*facepalm*

Feel like doing a whole lot of work on SFML, there, Laurent?  :lol:

If it is SFML itself, though, I'd just have to build SFML2 on a machine that didn't give me those problems, yeah? Theoretically it should work out.

8
General / Errors on exit with SFML2 examples
« on: May 19, 2010, 07:14:54 am »
It's quite possible that it is.

Although, I'm as updated as I get.(I made sure of this as soon as I got this error) I have a driver supplied by Sony, as I own a VAIO. There might be a few things wrong.
I'll go test on my desktop machine later, which doesn't have third-party-based driver implementations, to help narrow down the problem.

9
Graphics / RenderImage drawing upside-down images
« on: May 19, 2010, 07:11:40 am »
Oh! That was it.

Thanks, then. :)

10
General / Errors on exit with SFML2 examples
« on: May 18, 2010, 04:23:03 am »
I'm still having this problem.

It appears the problem is in "atioglxx.dll", or so says the windows error report.
Inferring from that, it seems that something in SFML is conflicting with that DLL.

*shrugs*

11
Graphics / RenderImage drawing upside-down images
« on: May 18, 2010, 04:19:19 am »
I'm not sure if this is just what happens, and I need to flip it myself, but yes.

Here's an example of my code:
Code: [Select]

#include <SFML/Graphics.hpp>

int main()
{
    // Create the main rendering window
    sf::RenderWindow App(sf::VideoMode(800, 600, 32), "SFML Graphics");

    sf::Image etc;
    etc.LoadFromFile("image.png");
    etc.SetSmooth(true);
    sf::Sprite spr;
    spr.SetImage(etc);
    spr.SetPosition(0, 0);
    sf::RenderImage rim;
    rim.Create(800, 600, 0);

    while (App.IsOpened())
    {
        sf::Event Event;
        while (App.GetEvent(Event))
        {
            // Window closed
            if (Event.Type == sf::Event::Closed)
                App.Close();

            // Escape key pressed
            if ((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::Escape))
                App.Close();
        }
        App.Clear(sf::Color::Blue);

        rim.Clear(sf::Color::White);
        rim.Draw(spr);

        sf::Sprite rimspr;
        rimspr.SetImage(rim.GetImage());
        App.Draw(rimspr);

        App.Display();
    }

    return EXIT_SUCCESS;
}


The image from the RenderWindow draws upside down, yet when I draw from a sprite directly from the image, it's in it's correct orientation.

It goes without saying I'm using SFML2, but using C::B with MinGW.

Of course, I can just use the FlipY() method.(which I'm doing right now) But, I'm wondering if it's necessary or if I'm forgetting and/or doing something incorrectly.

12
General / Errors on exit with SFML2 examples
« on: May 11, 2010, 05:46:08 am »
I still get a crash when running in XP mode, don't know about Dig.

13
General / Errors on exit with SFML2 examples
« on: May 10, 2010, 07:12:52 pm »
I'm not sure if it's relevant, but are you running x64 Windows 7 and 32-bit XP?

I'm on 64-bit 7, so it might have something to do with the issue if you are as well.

14
General / Errors on exit with SFML2 examples
« on: May 10, 2010, 07:16:42 am »
I've had this problem too, after recently upgrading to SFML2. I also built from the Code::Blocks workspace.

Same thing, when I close the window I get an error that the app has crashed.

It's not the Close() function itself, but maybe it has something to do with the deconstruction?

*shrug*

[EDIT]
... It's not the deconstructor. Messing with some pointers says no to that.

15
General / Emulate Mouse Events-- Is it possible?
« on: May 07, 2010, 03:04:50 am »
I'm working on a project that involves moving the mouse, easily doable with SFML.(if you're wondering, it's a wiimote whiteboard port)

I'm wondering if there's an easy way to trigger a system-wide emulation of a mouse click through SFML, or possible at all.

Thanks!

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