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Topics - SupanovaHSR

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Graphics / Applying shaders to vertexarray
« on: October 19, 2016, 07:51:45 pm »
Been having "fun" applying multiple shaders to my particle engine, with some strange results.

I've followed the basic layout discussed in http://en.sfml-dev.org/forums/index.php?topic=12032.0

the shaders are being applied to the whole scene, not the verts, and the verts are not visible.

I  don't fully understand what's going on :(

buffer->clear();
                // draw verts into buffer
                buffer->draw(verts,state);

                // draw initial scene into buffer
                buffer->draw(sf::Sprite(inital_scene->getTexture()),state);

                buffer->display();

                std::swap(inital_scene, buffer);

I'm sure it's something simple but I can't see it, it's driving me insane now lol

2
Graphics / Sprite bathching with Thor::Bigsprite
« on: February 18, 2014, 09:52:29 pm »
Hey guys,

A little background first.

We have been using SFML for a small live project of a remake of an old loved game once called HostileSpace,

We remade the client using SFML, and have had no issues thus far.

We built a sprite batcher, which is used for quite a few elements.

The issue we have is the texture size limits and sprite batching.

We would like to avoid splitting our atlases manually, and were wondering is using thor::BigSprite may com in handy.

From what I've read, I can't see a quick fix to use both batching and BigSprite.

Anyone got any pointers, about the logic side of working out where to find our texture, for the vertex being drawn, inside a BigSprite?

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anything