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Topics - Xyro

Pages: [1]
1
Graphics / R6025 Error, pure virtual function call
« on: September 02, 2011, 09:22:51 pm »
Hello, I got a problem where when I start my program it crashes with the R6025 error (link : http://support.microsoft.com/kb/125749 )

I managed to find what was causing it but no idea why :

Code: [Select]
void BaseEntity::Draw(float frameTime)
{
renderWindow->Draw(sprite);
}


which is in BaseEntity.cpp

Here is the header file :
Code: [Select]

#pragma once
#include <SFML\Graphics.hpp>

class BaseEntity
{
protected:
sf::RenderWindow * renderWindow;
public:
sf::Vector2<float> position;
sf::Sprite sprite;

BaseEntity();
BaseEntity(sf::Vector2<float>, sf::Sprite);
virtual void Draw(float);
virtual void Think(float);
};


Here is the object implementing baseentity :

Code: [Select]

#pragma once
#include <SFML\Graphics.hpp>
#include "BaseEntity.h"

class player : public BaseEntity
{
const sf::Input * input;
public:
// Physics variables :
sf::Vector2<float> velocity;
sf::Vector2<float> acceleration;
sf::Vector2<float> friction;
sf::Vector2<float> maxAccelerationSpeed;

player(sf::Vector2<float>, sf::Sprite, const sf::Input*, sf::RenderWindow *);
void Draw(float);
void Think(float);
};


Code: [Select]

#include "player.h"

player::player(sf::Vector2<float> pos, sf::Sprite spr, const sf::Input * inp, sf::RenderWindow * window) : BaseEntity()
{
//Physics :
velocity = sf::Vector2<float>(0,0);
acceleration = sf::Vector2<float>(5,5);
friction = sf::Vector2<float>(0.97f,0.97f);
maxAccelerationSpeed = sf::Vector2<float>(25,25);

position = pos;
sprite = spr;
input = inp;
renderWindow = window;
}

void player::Draw(float frameTime)
{
BaseEntity::Draw(frameTime);
}



I left out the think method since its only calculating physic related things.

Also I have a world class which just has a basic think and draw loop which is called all of the entity's in the scene (currently only a player entity)
I hope this is detailed enough and if not please tell me what you need. I also know this was causing this since I just removed the
Quote
renderWindow->Draw(sprite);

part and it didn't give the error.

2
Graphics / Problem with creating a renderwindow
« on: June 13, 2011, 04:29:37 pm »
So I am switching from C# to c++, I managed to compile sfml 2.0 and create a renderwindow. Then I wanted to wrap it inside a world class and for some reason it keeps spitting out these errors :

Code: [Select]

c:\users\quincy\sfml-2.0\laurentgomila-sfml-79d5217\include\sfml\window\window.hpp(500): error C2248: 'sf::NonCopyable::NonCopyable' : cannot access private member declared in class 'sf::NonCopyable'
1>          c:\users\quincy\sfml-2.0\laurentgomila-sfml-79d5217\include\sfml\system\noncopyable.hpp(67) : see declaration of 'sf::NonCopyable::NonCopyable'
1>          c:\users\quincy\sfml-2.0\laurentgomila-sfml-79d5217\include\sfml\system\noncopyable.hpp(42) : see declaration of 'sf::NonCopyable'
1>          This diagnostic occurred in the compiler generated function 'sf::Window::Window(const sf::Window &)'
1>c:\users\quincy\sfml-2.0\laurentgomila-sfml-79d5217\include\sfml\graphics\rendertarget.hpp(304): error C2248: 'sf::NonCopyable::NonCopyable' : cannot access private member declared in class 'sf::NonCopyable'
1>          c:\users\quincy\sfml-2.0\laurentgomila-sfml-79d5217\include\sfml\system\noncopyable.hpp(67) : see declaration of 'sf::NonCopyable::NonCopyable'
1>          c:\users\quincy\sfml-2.0\laurentgomila-sfml-79d5217\include\sfml\system\noncopyable.hpp(42) : see declaration of 'sf::NonCopyable'
1>          This diagnostic occurred in the compiler generated function 'sf::RenderTarget::RenderTarget(const sf::RenderTarget &)'


Now I have looked at other problems and I am not or at least I think not passing the renderwindow by value anywhere.

My code :

main.cpp
Code: [Select]

//Some includes

int main()
{
World world = World(sf::VideoMode(1280, 1024, 32), "Sfml is finaly set up properly !");

while(world.GetWindow().IsOpened())
{
double frameTime = world.GetWindow().GetFrameTime() / 1000;
std::cout << "Frametime in sec : " << frameTime;
world.Think(frameTime);
world.Draw(frameTime);
}

    return EXIT_SUCCESS;
}


world.cpp / world.h

Code: [Select]

//.h

#pragma once
#include <SFML\Graphics.hpp>
#include <string>

class World
{
private:
sf::RenderWindow RenderWindow;
public:
sf::RenderWindow &GetWindow() {return RenderWindow;}
void Think(double);
void Draw(double);
World(sf::VideoMode, std::string);
~World();
};
//.cpp
#include "World.h"

World::World(sf::VideoMode videoMode, std::string title)
{
RenderWindow.Create(videoMode, title);
}

World::~World()
{

}

void World::Draw(double frameTime)
{
RenderWindow.Clear();

//Do drawing in between

RenderWindow.Display();
}

void World::Think(double frameTime)
{
sf::Event event;
while (RenderWindow.PollEvent(event))
{
// Close window : exit
if (event.Type == sf::Event::Closed)
RenderWindow.Close();
}
}


Also a small c++ question, I thought this :
Code: [Select]

sf::RenderWindow &GetWindow() {return RenderWindow;}


Would give a reference of the window and that I had to access its members with -> but it seems I have to do

Code: [Select]

while(world.GetWindow().IsOpened())


why is that ?

3
DotNet / SFML multiple shaders to RenderImage
« on: May 09, 2011, 09:55:39 am »
I'm trying to implement multiple global shaders so I came up with this :

Code: [Select]

foreach (Shader shader in globalShaders)
{
     Program.renderImage.Draw(new Sprite(Program.renderImage.Image), shader);
}


But for some reason this gives me really strange artifacts and the only way I found to fix this is by copying the image over to another image(which is going to lag since its done every frame and multiple times as there is more then one shader) then clearing the renderImage and then drawing it.

Is there a workaround so I can make this work ?

4
DotNet / Port to 2.0 problems
« on: April 17, 2011, 11:04:05 pm »
I am porting my code over from 1.6 to 2.0 and I have 2 pretty weird problems.

One :



For some reason at a certain height some of my tiles are getting cut off and then a line is added to the bottom(you can see in the next picture how its normaly)

Two :



Did something change to subrect ? with the exact same animation code that cuts a piece of the image to show the animation it bugs and shows more then needed.

Drawing code
Code: [Select]


        public void DrawSprite(Sprite sprite, Vector2 position, Rectangle subRectangle)
        {
            if (viewPort.Intersects(new Rectangle(position.X - subRectangle.X, position.Y - subRectangle.Y, sprite.Width, sprite.Height)))
            {
                sprite.Position = position - new Vector2(viewPort.X, viewPort.Y);
                sprite.SubRect = new IntRect((int)subRectangle.X, (int)subRectangle.Y, (int)(subRectangle.X + subRectangle.Width), (int)(subRectangle.Y + subRectangle.Height));
                Program.renderImage.Draw(sprite);
            }
        }

5
DotNet / PostFX problems
« on: April 16, 2011, 08:28:14 pm »
I am trying to use postfx, for some reason I am getting a weird error even when trying to use the effect that is provided in the original tutorial.

Setup
Windows 7 64 bit
Ati Radeon HD 4970x2

I made a screenshot displaying all the code and the error :


6
DotNet / Font fill
« on: April 11, 2011, 06:24:27 pm »
Is there anyway to fill a font ? if not, how would you suggest to achieve such a effect.

7
DotNet / font won't load properly
« on: March 18, 2011, 12:03:35 am »
for some reason whenever I load the font it acts like it all works as its supposed to work. however when I actually try to set the center of the text this happens :

Code: [Select]
Attempted to read or write protected memory. This is often an indication that other memory is corrupt.

When I remote that center part it draws but it just draws as I think arial but definitely not the font that I am loading in.

Code :

Code: [Select]
   
class MainMenu : Scene
    {
        Font TidyHandFont;
        List<Shape> lines = new List<Shape>();
        String2D headerText = new String2D();

        Color clearColor = new Color(249, 249, 249);

        public void Draw(float frameTime)
        {
            Program.renderWindow.Clear(clearColor);
            foreach (Shape shape in lines)
            {
                Program.renderWindow.Draw(shape);
                Program.renderWindow.Draw(headerText);
            }
            Program.renderWindow.Display();
        }
        public void Think(float frameTime)
        {
            Program.renderWindow.DispatchEvents();
        }
        public void Init()
        {
            try
            {
                TidyHandFont = new Font(@"Content/Fonts/TidyHand.ttf");
            }
            catch
            {

            }
            Color lineColor = new Color(234,234,234);
            uint Width = Program.renderWindow.Width;

            for (int i = 0; i < Program.renderWindow.Height / 25; i++)
            {
                Shape shape = new Shape();
                shape.AddPoint(new Vector2(0,i * 25),lineColor);
                shape.AddPoint(new Vector2(Width, i * 25), lineColor);
                shape.AddPoint(new Vector2(0, i * 25 + 2), lineColor);
                shape.AddPoint(new Vector2(Width, i * 25 + 2), lineColor);
                lines.Add(shape);
            }

            headerText.Text = "A cup of tea and a bandit, TEA BANDIT";
            headerText.Position = new Vector2(Width / 2, 50);
            headerText.Center = new Vector2((headerText.Font.CharacterSize * headerText.Text.Length) / 2, headerText.Font.CharacterSize / 2);
            headerText.Color = new Color(2, 49, 153);
        }
    }


Why is this happening ?

8
DotNet / Seeing a key is pressed
« on: January 06, 2011, 05:16:46 pm »
How can I go an see if a key is being pressed, I only found this in a sample :

Code: [Select]

        void OnKeyPressed(object sender, KeyEventArgs e)
        {
            RenderWindow window = (RenderWindow)sender;
            if (e.Code == KeyCode.Escape)
                window.Close();
        }


but this only works for one key at a time and I want to get multiple keys.

9
DotNet / Drawing polygon
« on: January 01, 2011, 05:57:38 pm »
For some reason I can't get a polygon to draw, it only shows a blank screen.

Code: [Select]

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using SFML;
using SFML.Window;
using SFML.Graphics;

namespace MusicSFML
{
    class World
    {
        Shape polygon = new Shape();
        public RenderWindow renderWindow = new RenderWindow(new VideoMode(1280, 720, 32), "Look at this it may even work");

        public World()
        {
            renderWindow.Closed += new EventHandler(OnClosed);
            renderWindow.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);

            polygon.AddPoint(new Vector2(10, 10), Color.Black);
            polygon.AddPoint(new Vector2(50, 10), Color.Black);
            polygon.AddPoint(new Vector2(50, 30), Color.Black);
            polygon.AddPoint(new Vector2(10, 30), Color.Black);
            polygon.Color = Color.Black;
            polygon.EnableFill(true);
            polygon.EnableOutline(true);
        }

        public void Think()
        {
            // Proccess events
            renderWindow.DispatchEvents();

            float frameTime = renderWindow.GetFrameTime();
        }

        public void Draw()
        {
            renderWindow.Clear(Color.White);
            renderWindow.Draw(polygon);
        }

        void OnClosed(object sender, EventArgs e)
        {
            RenderWindow window = (RenderWindow)sender;
            window.Close();
        }

        void OnKeyPressed(object sender, KeyEventArgs e)
        {
            RenderWindow window = (RenderWindow)sender;
            if (e.Code == KeyCode.Escape)
                window.Close();
        }
    }
}

10
Graphics / (Render)window won't open
« on: November 13, 2010, 09:22:43 pm »
Recently started c++ again so I downloaded the newest 2.0 and compiled it using the tutorial on the tutorial page.

Pasted all the libraries inside the new project where the executable is and specified where the compiled libraries where in vs2010 and the include folder.

It successfully compiled the time sample, then I moved on to the window sample which it did compile but it doesn't do anything it doesn't open a new window or anything just the normal console.

I though well lets try it with the render window, same story so :

No window
Just a console window

No errors only this output :

Code: [Select]


'sfml.exe': Loaded 'C:\Users\Quincy\Documents\Visual Studio 2010\Projects\sfml\Debug\sfml.exe', Symbols loaded.
'sfml.exe': Loaded 'C:\Windows\SysWOW64\ntdll.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\kernel32.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\KernelBase.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Users\Quincy\Documents\Visual Studio 2010\Projects\sfml\Debug\sfml-window-d-2.dll', Symbols loaded.
'sfml.exe': Loaded 'C:\Windows\SysWOW64\user32.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\gdi32.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\lpk.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\usp10.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\msvcrt.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\advapi32.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\sechost.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\rpcrt4.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\sspicli.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\cryptbase.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Users\Quincy\Documents\Visual Studio 2010\Projects\sfml\Debug\sfml-system-d-2.dll', Symbols loaded.
'sfml.exe': Loaded 'C:\Windows\SysWOW64\msvcp100d.dll', Symbols loaded.
'sfml.exe': Loaded 'C:\Windows\SysWOW64\msvcr100d.dll', Symbols loaded.
'sfml.exe': Loaded 'C:\Windows\SysWOW64\opengl32.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\glu32.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\ddraw.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\dciman32.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\setupapi.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\cfgmgr32.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\oleaut32.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\ole32.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\devobj.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\dwmapi.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\winmm.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Users\Quincy\Documents\Visual Studio 2010\Projects\sfml\Debug\sfml-graphics-d-2.dll', Symbols loaded.
'sfml.exe': Loaded 'C:\Windows\SysWOW64\apphelp.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\AppPatch\AcLayers.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\shell32.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\shlwapi.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\userenv.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\profapi.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\winspool.drv', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\mpr.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\imm32.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\msctf.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\uxtheme.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Program Files (x86)\Common Files\microsoft shared\ink\tiptsf.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\version.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\atiglpxx.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\atioglxx.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\ws2_32.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\nsi.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\atigktxx.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\aticfx32.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\atiadlxy.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\wintrust.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\crypt32.dll', Cannot find or open the PDB file
'sfml.exe': Loaded 'C:\Windows\SysWOW64\msasn1.dll', Cannot find or open the PDB file
The program '[6764] sfml.exe: Native' has exited with code 0 (0x0).


And this is my code :

Code: [Select]

#include <SFML/System.hpp>
#include <SFML/Graphics.hpp>
#include <iostream>

int main()
{
    // Create the main rendering window
    sf::RenderWindow App(sf::VideoMode(800, 600, 32), "SFML Graphics");
   
    // Start game loop
    while (App.IsOpened())
    {
        // Process events
        sf::Event Event;
        while (App.GetEvent(Event))
        {
            // Close window : exit
            if (Event.Type == sf::Event::Closed)
                App.Close();
        }

        // Clear the screen (fill it with black color)
        App.Clear();

        // Display window contents on screen
        App.Display();
    }

    return EXIT_SUCCESS;
}


also tried the sample code same results.

I'm using vs2010 with sfml 2.0 and windows 7 64bit

11
General discussions / Visuel c++ 2010
« on: December 12, 2009, 10:07:02 pm »
Is it possible to let it work, I just tried to use the 2008 libary from the none svn but it ain't working :(

12
General / What am I doing wrong here ?
« on: November 11, 2009, 11:48:51 am »
I am trying to make a sprite point to the place where I click but it just seems to point upward when I click somewhere, I know it updates the sprite cause in the beginning stage its about 45 degrees and then when I click it points upwards.

Code: [Select]

// The class which needs to update
Cockpit::Cockpit()
{
std::cout << "Cockpit" << std::endl;
    turningspeed = 4;
direction = 0.f;
if (!Image.LoadFromFile("Cockpit.png"))
{
std::cout << "Error loading image file !" << std::endl;
}
sprite.SetImage(Image);
sprite.SetScale(0.5f,0.5f);
float Width  = sprite.GetSize().x;
float Height = sprite.GetSize().y;
sprite.SetRotation(direction);
sprite.SetCenter(Width/2, Height/2);
sprite.SetPosition(400.f,300.f);
x,target_x = 400;y,target_y,y = 300;
}

void Cockpit::Think(sf::RenderWindow &Render)
{
direction = atan2(target_y-y,target_x-x)*180/PI;
sprite.SetRotation(direction);
}
// Inputmanager
void InputManager::Think(sf::RenderWindow &Render)
{
const sf::Input &Input = Render.GetInput();
mouse_x = Input.GetMouseX();
mouse_y = Input.GetMouseY();
mouse_right = Input.IsMouseButtonDown(sf::Mouse::Right);
sprite.SetPosition(mouse_x,mouse_y);

if (mouse_right == true)
{
hold_right += Render.GetFrameTime();
}
if (mouse_right == false && hold_right > 0)
{
if (hold_right >= 0.5)
{
hold_right = 0;
std::cout << "Window" << std::endl;
} else {
hold_right = 0;
player->Goto(mouse_x,mouse_y);
}
}

if(Render.GetEvent(Event))
{
if (Event.Type == sf::Event::Closed)
Render.Close();

if((Event.Type == sf::Event::KeyReleased) && (Event.Key.Code == sf::Key::Escape))
Render.Close();

if (Event.Key.Code == sf::Key::F1)
{
sf::Image Screen = Render.Capture();
Screen.SaveToFile("screenshot.jpg");
}
}

}


Anybody knows what I am doing wrong ?

13
Window / Input
« on: November 02, 2009, 05:31:16 pm »
I got some code



world.hpp
Code: [Select]

#ifndef WORLD
#define WORLD

#include <iostream>
#include <vector>
#include <SFML/Graphics.hpp>
#include "BaseEnt.hpp"
#include "Cockpit.hpp"

class World
{
private:
sf::Input& Input;
sf::Event Event;
sf::RenderWindow GameWindow;
public:
std::vector<BaseEnt*> Entities;
World();
void Draw();
void Think();
void CreateCockpit();
sf::RenderWindow &GetApp() {return GameWindow;}
};

#endif

world.cpp
Code: [Select]

#include "world.hpp"

World::World()
{
GameWindow.Create(sf::VideoMode(800,600,32),"Space Snapper",sf::Style::Close,sf::WindowSettings(8,24,2));
GameWindow.SetFramerateLimit(100);
Input = GameWindow.GetInput();
std::cout<<"World Created !" << std::endl;
}

Errors :
    1>c:\users\quincy\documents\visual studio 2008\projects\space snapper\space snapper\world.cpp(4) : error C2758: 'World::Input' : must be initialized in constructor base/member initializer list
    1>        c:\users\quincy\documents\visual studio 2008\projects\space snapper\space snapper\world.hpp(13) : see declaration of 'World::Input'

I know this is something with initializers lists but I still don't know how to fix it.

14
Graphics / Png loading.
« on: September 04, 2009, 05:45:24 pm »
When I try to open my png file it says :

Failed to load image "Images/world.png". Reason : interlaced

Whats up with that ? :(

15
Graphics / Font help
« on: August 31, 2009, 04:55:28 pm »
Im trying to create my own font, but since I added the font part it gives me this error :

1>sfml.obj : error LNK2001: unresolved external symbol "private: static unsigned int * sf::Font::ourDefaultCharset" (?ourDefaultCharset@Font@sf@@0PAIA)

Code

Code: [Select]

#include <SFML/Graphics.hpp>
#include <SFML/System.hpp>  
#include <iostream>
 
class Debug    
{    
private:    
    sf::RenderWindow& Render;  
    sf::String Text;  
    sf::Font IDK;

public:    
    Debug(sf::RenderWindow& app);    
    void Draw();  
};  
   
Debug::Debug(sf::RenderWindow& app) : Render(app)  
{  
if (!IDK.LoadFromFile("arial.ttf"))
{
std::cout<<"Cannot load font !";
}

    Text.SetText("FPS :");    
    Text.SetFont(sf::Font::GetDefaultFont());    
    Text.SetSize(10);    
    Text.SetPosition(5.f, 5.f);  
Text.SetColor(sf::Color(0,0,0,255));
}    
   
void Debug::Draw()  
{  
    Render.Draw(Text);    
}


This code is called by a sfml.cpp

the IDK part is cause I thought it may had to do something with the name.

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anything