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Topics - Kori

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1
General / android build c++11 features
« on: January 26, 2016, 10:09:06 pm »
Working on android port of sfml i find two problems:

1. Why i have't function like std::bind (only bind1st) ot std::make_unique (make_shared is present).
2. Trying to implement SceneGraph structure from SFML Game Development book - unique pointer polymorphism:
class Base;
class Derived : public Base;
 
std::unique_ptr<Derived> der (new Derived);
 
std::unique_ptr<Base> bas (new Base);
 
 
bas = std::move(der);  
 
-- Works
 
void foo ( std::unique_ptr<Base> ptr);
 
foo(std::move(der));
 
-- this giving me error!

2
General / SFML android port debugger
« on: December 25, 2015, 09:04:04 pm »
Hi,
i am trying to debug my android-sfml application by over two weeks using eclipse and GDB. In result console give me usually:

" warning: Could not load shared library symbols for 137 libraries, e.g. /system/bin/linker. Use the "info sharedlibrary" command to see the complete listing. Do you need "set solib-search-path" or "set sysroot"? warning: Unable to find dynamic linker breakpoint function. GDB will be unable to debug shared library initializers and track explicitly loaded dynamic code. Could not AssignProcessToObject"

or error like "cannot acces to memory 0x1" etc.. The debug process in debug view is tagged as <terminated> with status -1. Here is my configuration:



Does anyone here use eclipse and have working debugger? If yes then i will be very thankful if he/she post her debug configuration. Maybe you prefer other IDE for making sfml-android game with easier to handle debugger?

3
General / android - i/o file
« on: October 15, 2015, 08:56:20 pm »
I know, this is not android forum, but after three days and nights i want to try everything.

My sfml/android test game is almost done. Last thing is game save state. But i have totally no idea how to implement it. I already tried C stdio.h and c++ streams, getting path from ANativeActivity::externalDataPath
and much more. Is it possible at all to read/write a .txt file using only ndk? Thanks in advance.

4
General / SFML normal map lights shader, attribute input
« on: September 16, 2015, 11:23:25 pm »
Hi,
I am actually trying to implement a normal map lights into my project. Unfortunately, needful vert shader require some "attribute" variable. As far as i can see, SFML don't support it. Raw OpenGL can be good solution, but I stuck right after create "glCreateShader(GL_VERTEX_SHADER)" and fill it up with " shader.getNativeHandle()". My idea with drawing the dynamic lights on separate RendeTexture using OGL and these shaders, and next drawing this texture to my window is pretty difficult. Is it possible at all? If is, can anyone help me with this? Or maybe easier will be write my own shader using only uniform? 

this is the part of this shader:
//"in" attributes from our SpriteBatch
attribute vec2 Position;
attribute  vec2 TexCoord;
attribute vec4 Color;

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