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Messages - The Terminator

Pages: [1] 2 3 ... 15
1
Graphics / Re: OpenGL on Yosemite produces flashing screen
« on: August 03, 2018, 02:01:08 am »
Same issue is happening for me, specifically whenever I attempt to draw any UI elements via SFGUI. I get a flashing window and the following error message:

Warning. Compatibility profile not supported on this platform.
Error. Unable to create the context. Retrying without shared context.
Warning. New context created without shared context.
Warning: The created OpenGL context does not fully meet the settings that were requested
Requested: version = 4.1 ; depth bits = 0 ; stencil bits = 0 ; AA level = 0 ; core = false ; debug = false ; sRGB = false
Created: version = 4.1 ; depth bits = 0 ; stencil bits = 0 ; AA level = 0 ; core = true ; debug = false ; sRGB = false
version: 4.1
sfml-graphics requires support for OpenGL 1.1 or greater
Ensure that hardware acceleration is enabled if available
An internal OpenGL call failed in Texture.cpp(785).
Expression:
   glMatrixMode(GL_TEXTURE)
Error description:
   GL_INVALID_OPERATION
   The specified operation is not allowed in the current state.

An internal OpenGL call failed in Texture.cpp(786).
Expression:
   glLoadIdentity()
Error description:
   GL_INVALID_OPERATION
   The specified operation is not allowed in the current state.

An internal OpenGL call failed in Texture.cpp(789).
Expression:
   glMatrixMode(GL_MODELVIEW)
Error description:
   GL_INVALID_OPERATION
   The specified operation is not allowed in the current state.

I'm using an early 2015 Macbook Pro Retina running 10.13.6. I'm suspecting that this is a driver issue (Intel Iris 6100), and whenever I get a chance I'm going to see if I can replicate the issue on my hackintosh running 10.13.6 and NVIDIA GTX 980 Ti.

2

Secondly, why don't you just use a vector of sf::RenderWindow? Like so:
 std::vector<sf::RenderWindow> m_screens
sf::RenderWindow is non copyable.

Is it really? Wow I didn't know that at all, never had to do this kind of stuff. Thanks for the clarification.

3
General discussions / Re: Streaming SFML game dev on twitch.tv
« on: July 29, 2015, 11:10:32 pm »
I just learned about livecoding.tv, and that's where I will now be doing the streaming. My link is here: https://www.livecoding.tv/theterminator/

4
There's no real reason for you to be using pointers (with the renderwindow), it will just cause more headaches (plus I don't see any deletes anywhere!)

Secondly, why don't you just use a vector of sf::RenderWindow? Like so:

 std::vector<sf::RenderWindow> m_screens

Your struct WindowPanel has absolutely no use, so just get rid of it.

5
General discussions / Streaming SFML game dev on twitch.tv
« on: July 29, 2015, 05:42:14 pm »
Hi there guys,

I'm going to start streaming live development of my SFML powered game that I hope to release to Steam greenlight by the end of this year. If anyone's interested in watching, the link is here:


I will be trying to stream everyday for at least 3 hours, as a way to spread awareness for the game and to also crowdfund for the project. And of course, I love discussion about games, programming, and SFML. :)

Thanks to anyone who participates!

6
SFML projects / Memory
« on: December 17, 2014, 05:49:44 pm »

i just wanted to test your game but all links seem to be offline. is there any chance you can upload it again.
thanks : )

This was originally posted over a year ago.

7
SFML projects / Let There Be Light 2
« on: December 01, 2014, 04:09:37 pm »
This is great! For the game I've just started I was disappointed that LTBL wasn't updated, but here it is now. Thanks a lot for the hard work.

8
Graphics / Line artifacts when drawing tilemap
« on: July 24, 2014, 02:04:31 pm »
That's the entirety of my drawing code.
We could use a complete and minimal example so others can compile it and test it for their selves.

The code is exactly the same as the tutorials. Exactly the same.

Quote
Does your texture have smooth turned on?

He's already said that texture smoothing didn't help.

9
If you don't have any updates, why bother posting? This thread has over 300 posts already, many of which are your pointless "I still have to fix" posts that just annoy people. Plus, you don't need to tell us that you're going to spam the SDL forums regarding things that don't even have to do with SFML.

11
SFML projects / Finished my First Pong Game using SFML (Mac OS X)!
« on: June 02, 2014, 11:35:20 pm »
You're right, I just skimmed his last post. Sorry about that :D

12
SFML projects / Finished my First Pong Game using SFML (Mac OS X)!
« on: June 02, 2014, 08:42:57 pm »
Here's a famous article that would benefit you greatly: http://gafferongames.com/game-physics/fix-your-timestep/

13
I solved the problem, I removed CodeBlocks' MinGW 4.8.1 compiler, and replaced it with TDM GCC 4.8.1. It seems to be working just fine now. Thanks for the help anyways!

By the way, syntactic I love your name :). It gave me a good laugh a couple of minutes ago.

14
Hi there,

I recently built a new computer, and I'm migrating my environment and all of my sources to it. I'm having a big issue with cmake and SFML, however. I have the latest CodeBlocks (13.12 I believe) and MinGW 4.8.1 all installed and working fine. But, whenever I try to compile the latest sources from SFML I get the error "The program can't start because libiconv-2.dll is missing from your computer." I'm tried redownloading SFML sources several times, and I've reinstalled Cmake and even CodeBlocks several times as well. I'm configuring using MinGW MakeFiles which is pointing to the right files and directory (I've already checked).

Thanks for any help!

15
General / Re: Probleme with a SpriteManager
« on: May 27, 2014, 01:04:48 am »
There is actually another way to use the sprite manager. You don't need to store the sprites in dynamic memory, instead, create two vectors, one for sprites and one for textures. Try this code:
Code: [Select]
bool SpriteManager::AddSprite(const std::string file)
{
sf::Texture tex;
if (tex.loadFromFile(file))
{
sf::Sprite spr;
TextureIndex.push_back(tex);
spr.setTexture(TextureIndex[TextureIndex.size()-1]);
SpriteTexture.push_back(spr);
return true;
}
return false;
}
If you need, you can always delete the sprites but remember to delete the texture too.

Rather than this approach, which can create a huge footprint, you'd probably want to create some sort of resource manager and pass references of the texture to the sprite you want to use. You could look at the Thor library, it has a quite nice resource manager.

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