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Topics - sorum40

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1
SFML projects / Shadow Gangs
« on: March 15, 2020, 06:00:30 pm »
Hi everyone;

This game uses SFML.

Thank you very very much for this great library, it should be called GFML (Great Fast Media Library, just kidding:)...maybe not :) )

I will of course credit it in the in game finish credits.

Shadow Gangs release date set for the 10th of April on Steam

Please wishlist it if you like it!

The new release trailer:


Steam page
https://store.steampowered.com/app/1143430/Shadow_Gangs/


2
No crash at all with 2.4.2, super stable.

Laptop with Intel GPU CORE I5-4200U
Latest drivers.

The crash happens randomly, and all the time in the render texture code, not on SFML, but inside the driver code.

The last one was in the Draw call, and it was related to context.

I was waiting for this version for a long time, for the enhanced Opengl render performance, which I witnessed in my game. Super fast now.

But the crashes are here.

Another issue is with some white lines under and over text.

3
Graphics / acquireTransientContext does heap allocation
« on: August 22, 2017, 10:54:12 pm »
Hi;

I saw that acquireTransientContext does heap allocation using new.
While debugging, I saw this for most if not all draw calls (clear, draw etc...)

Is it possible to have it not use heap allocations everytime (like once at the start of the app, or use a class member)?

Many thanks;

4
Graphics / RenderTexture creation on a thread issue
« on: August 19, 2017, 10:39:49 pm »
Hi;

I use a thread for background loading which does load textures, and creates renderTextures.

The thread do a glFlush and go to idle when the load is finished.

If I don't add "sf::Context cx" to the function that load textures, there is no display.
If I add it, it displays fine.

void PD_Texture::LoadFromFile(const string& xFileName)
{
        sf::Context cx; // if commented, no display

        ....
   m_pxTexture = new sf::Texture();
   m_pxTexture->loadFromMemory(pxBuffer, static_cast<size_t>(llSize));
}

So I use the sf::Context cx.

It works fine like this. But the problem happens when a second load happens.
In this second load, the textures are not loaded again (as they are still in memory), but the renderTextures are deleted, and recreated.

There is no more display, and I get a lot of OpenGL errors on the console, like:

"failed to activate OpenGL context"

Thanks for helping.

5
Audio / Crash in SoundBuffer destructor
« on: November 30, 2015, 01:17:59 pm »
Hi All;

I am using SFML2.2 on windows 8.1.

When deleting sound buffers I am no longer using (for example on app exit), I sometimes get a crash when the
sf::SoundBuffer::~SoundBuffer() destructor is called, which seems to have triggered a heap corruption...

Any idea on what the issue is, and how to solve it please;

Thanks in advance;



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