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Topics - KoeKhaos

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Graphics / How does draw work?
« on: July 08, 2015, 05:55:06 pm »
I'm new to programming in general and so I don't really understand a lot of things but I've been working on a general star background generator and came up with a method that works nicely. The problem I have is that a lot of stars seems to slow it down greatly. A lot of stars being around 30,000 or more. Seeing as there are much more complex and numbered textures in video games I feel like this should be easy for a modern computer. I tried commenting out various parts of the code and narrowed it down specifically to the draw call. At first I thought maybe my stars vector was copying instead of passing by references, but I tried to change it specifically to references and got it working but that didn't make it any faster. I'm only using a small png with a few star shapes for a template and only load it once and just apply it to multiple sprites so I didn't think the resource itself should be slowing it down since it's just one reference used multiple times. Am I missing something important in how draw works? Thanks for any help, tips, etc!

The short: How does draw work and why is it slow when redrawing from a single resource reference of a small png? Is it just a limitation for the number of draws it can do efficiently or am I just probably doing something wrong?


void Stars::render(sf::RenderWindow *temp)
{
    for(size_t i=0;i<starsVec.size();i++)
    {
        temp->draw(starsVec);
    }
}

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I'm using CodeBlock with Mingw on Window 8 with SFML 2.1 with nvidia graphics card. I wasn't sure if it was something to do with the graphics or the window module so I just put it in general. Hope that's ok!

The problem is that a 1 pixel wide outline shows up around my sprite the moment I do a sprite.rotate() or a view.zoom(). It doesn't happen if I turn off setSmooth on the texture. The outline appears to be magenta, which I mask out from the original bmp image. Doing a sprite.move() does not make the outline appear, however.

I searched and found similar topics of the exact problem but in them it indicated that it was fixed in SFML 2 so I was wondering if the problem somehow has returned or if I am missing something. The sprite looks like crap without setSmooth on so I'd like to be able to use it if possible!

Edit: I created a PNG with built in transparency and it still gets a pink outline when sprite.rotate or view.move is setSmooth is enabled for it!

Thanks!
Joe

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