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Topics - Mr_Blame

Pages: [1] 2
1
System / some arithmetic operations of sf::vector missing?
« on: June 19, 2016, 02:07:30 pm »
Hi!

After some SFML usage I noticed that I can compile this:
sf::Vector2f(4, 4) + sf::Vector2f(2, 2)
but I can't compile this:
sf::Vector2f(4, 4) / sf::Vector2f(2, 2) //i get some errors here saying that operator "/" is not overloaded

The question is simple: how can I correct it or is it a feature?
 
P.S

my IDE is Visual Studio 2015

2
General discussions / time to finally move to opengl 3.3
« on: February 26, 2016, 02:31:35 pm »
so I read this on official opengl wiki:
Quote
Do modern GPUs still support the fixed-function pipeline?

Modern GPUs no longer provide specialized hardware for the purpose of doing specific calculations in the OpenGL pipeline. Everything is done with shaders. In order to preserve compatibility, the GL driver generates a shader which emulates the fixed functionality.
so what do you think about that? Will we still sit on opengl 1.2 or must SFML finally move to 3.0?

3
General discussions / will SFML support 3D?
« on: February 05, 2016, 12:46:13 pm »
Will SFML support 3D? Will magic happen? If yes, theb should I wait or start extending SFML for 3D rendering.

4
General discussions / can I modify SFML?
« on: February 02, 2016, 05:52:56 pm »
HI  :)

Do i have permission to distribute games with changed SFML source?

5
General discussions / Question about sfml project
« on: January 10, 2016, 02:20:57 pm »
Hello, sfml-people  :)

I have a question: if my project uses all sfml modules except graphics that is replaced by my own-made module. Is it still sfml-project?

6
Graphics / SFML does not allocates depth buffer
« on: October 10, 2015, 06:11:28 pm »
hello

i am making an OpenGL app - SFML for window and context management but i got incorrect depth testing but when i made framebuufer myself with renderbuffer as depth buffer everything became fine - that means that SFML does not allocates depthbuffer. And i have tried this:
context.depthBits = 24
and it didn't work.

7
General discussions / SFML intro
« on: October 10, 2015, 06:05:24 pm »
I was just thinking - why don't we make some mind of intro for SFML. That will be interesting in some way e.g.  inserting this in SFML game if you want, to be proud of what you've made(actually i am trying to do something in after effects)

8
Feature requests / File drop
« on: October 07, 2015, 04:04:09 pm »
Hello  :)
Why can't we add support for file dropping in window(you know when you drag'n'drop a file in editor window and it opens it)(as example it is supproted in GLFW)

9
Feature requests / Little sfml correction
« on: September 24, 2015, 08:13:18 pm »
Hellow :)
After some hours of playing with SFML i noticed very strange api design, especially i am talking about sf::Sprite and sf::RectangleShape especially about setTexture method in Sprite it takes Texture reference but in Rectangleshape it reauires texture pointer. This prevnts rewriting code very fast because when you nedd to replace Sprite with Rectangleshape youmwill need to insert a lot of '&' symbols. If it is part of api style then sorry.

10
Feature requests / Texture matrix
« on: August 19, 2015, 10:50:58 am »
Hello.

In OpenGL there are lots of matrixes for position transforming(e.g. projection, model and texture matrix).

So. We can use this texture matrix for some tricks  ;) e.g. this code will rotate texture not model that contains it:
//OpenGL 1.x style (aka fixed pipeline)

//select texture matrix
glMatrixMode(GL_TEXTUREMATRIX);

//rotate texture
glRotatef(45, 0, 0, 1);

//select model view matrix just in case
glMatrixMode(GL_MODEL_VIEW);
 
P.S. Later I will upload result screenshots. Also I heard about vertex arrays that contain tex cords but it will be maybe hard for some people to set them to make texture rotated. :D

11
Feature requests / is sfml using modern rendering API
« on: July 28, 2015, 10:27:10 pm »
I may look stupid(because i do not know how sfml renders things) but if it does it with some kind of glVertex functions it's ok, but most most poeple say that this style functions refer to fixed pipeline and some computer with openGL do not support, because the sahders exist (yeah in modern openGL 3.3+ and bigger versions porgramms no step can be made withput shaders). If sfml uses fixed pipeline than should it be added or not? Or does sfml already renders with openGL 3.3+ style?

12
Feature requests / the way to probably speed up sfml's image loading
« on: July 28, 2015, 12:08:12 pm »
Once upon a time i was diving on SFML 2.3.1 source code and i found the image loading function and i saw the std::vector usage for holding bytes of image. I think that std::vector must be replaced with somothing else  :) because the std::vector works like that: when user calls push_back, it causes:
1.)the old data becomes buffer that holds previous values;
2.)than he creates new memory (calls new[size wich is 1 more bigger than previous]), that is empty,
3.) than he fills new memory with buffer's data, than removes the buffer from memory,
4.)and than initilizates the new, empty element of new memory with value that was an argument for push_back() function.

speeking shortly: the std::vector::push_back() function causes the hard allocation and dellocation of memory process. And as we know most of images have in average 1000 bytes inside (or more)!
Example: that std::vector allocates new 1000 bytes in memory than fills it from buffer that has (logically) 999 bytes with which it Fills the new memory(as i know it fills new memory with some kind of loop, maybe
for(...){}
) than removes the buffer(removes 999 bytes!) and than initilizates the new element with push_back() function argument.
Sounds terrible!!!

13
Feature requests / Vector converting
« on: June 25, 2015, 01:57:32 pm »
When developing my SFML app I found one thing uncomfortable: sf::Vector2<type> is not converting. Example: I have information about mouse position in sf::Vector2i and than I want to use it in some king of function, but some of them require another vector(e.g. sf::vector2f) cause of I can't convert sf::vector2i to sf::vector2f I need to do this:
sf::vector2i mPos = window.mousePosition(window);
sprite.move(mPos.x, mPos.y);
//or
sprite.move(sf::vector2f(mPos.x, mPos.y));
 
Some of functions also don't take arguments like (float, float): only (sf::vector2f), that causes vector constructor usage.
And these were only too simple code examples in some situations the code, that I wrote was unreadable cause of big amount of brackets and words.

14
Feature requests / MP3 is now free?
« on: May 26, 2015, 12:19:20 pm »
Hello

Last time I visited a lot of forums and one of them said that since 2010 MP3 format is free. So why does SFML still does not supports MP3 are there still any issues with the license?

15
Feature requests / Windows
« on: April 16, 2015, 11:32:45 am »
What about making more window features fro example message boxes, parent windows?

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