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Topics - golgoth

Pages: [1] 2
1
Window / SFML and Qt5
« on: February 11, 2013, 03:17:27 am »
Greetings everyone,

Im have the same issue as this fella:

Quote
I'm not sure. I'll just looked at the source of SFML, and this is what it looks like:
1.Qt creates the window
2.Qt gives me the HWND
3.I give SFML the HWND Window
4.SFML attaches it's own WndProc callback function to it, but saves the previous (Qt's) WndProc.
5.SFML receives the messages, processes them, then forwards them to the previous (Qt's) WndProc.

So it looks like SFML gets to process the Win32 events before Qt. I don't know why SFML is not processing the key presses (but is receiving mouse messages) then, but why it was previously with Qt 4.8.

Any idea what could cause SFML not to process the MouseButtonPressed anymore?

2
Window / When does a Window delete its Opengl Context?
« on: January 25, 2013, 06:20:37 pm »
Hello SFML Wizards,

Quick question, once you've created a GL Context in a Window, is there a time where this context is being delete/replace before the window is finally destroy? What about resizing the Window, is the Context kept?

THX

3
Window / Compiling Window lib on OSX
« on: December 08, 2012, 09:43:40 pm »
Greetings,

Is there a way to compile the Window library on OS X Mountain Lion 10.8 without the need of:
Foundation/Foundation.h which I think is the objective c framework. The reason behind this is because I must not install XCode and especially the command line tools as I need to stick with GCC only.

Thx

4
Window / Force OpenGL Context
« on: November 23, 2012, 07:36:59 pm »
Greetings,

When creating a window I do:

   sf::ContextSettings l_settings;
   l_settings.majorVersion = 2;
   l_settings.minorVersion = 1;

but when I retrieve the info:

mywindow.getSettings().majorVersion
mywindow.getSettings().minorVersion

I get (4 and 2)

How do I force a 2.1 context?

Thx

5
Feature requests / Make OpenAL32.dll invisible
« on: July 07, 2012, 10:42:09 pm »
Greetings,

Would be nice to remove the openal32.dll depndency. Could OpenAL be staticly linked against SFML Audio?

THX

6
Window / What happened to Window::GetEvent?
« on: July 27, 2011, 06:41:50 am »
Hi everyone, I got the latest git revision, how do we get window events now?

7
Window / What happened to Window::SetCursorPosition?
« on: July 27, 2011, 06:28:39 am »
Hi everyone, I got the latest git revision, how do we set the cursor position now?

8
General discussions / SVN Status?
« on: July 27, 2011, 04:18:34 am »
Hi Laurent, is the latest revision 1816 from March 24?

9
Feature requests / Double Precision
« on: February 04, 2011, 06:16:10 pm »
Hi Laurent,

Would it be possible to convert any reference to time like Clock::GetElapseTime and sf::Sleep from float to double?

10
Window / Optimizing Window->Display() - SwapBuffers
« on: February 04, 2011, 06:01:48 am »
Greetings,

To make a long story short, I’m working on a video player using SFML and I found what appears to be the bottle neck of rendering HD video. So far, I found that the problem reside within Swapping OpenGL buffers.

My application does its work on time, no delay, without using Window->Display(). But when turned on, I’m getting about 10%-30% latency when playing 1080p video, which is unacceptable. I’ve tried about any combinations of Window->EnableVerticalSync() and Window->SetFramerateLimit():

EnableVerticalSync(true) and SetFramerateLimit(30): (60hz LCD monitor) seams to give de best result. Playing fullscreen also helps. But still need optimization.

My first concern is the OpenGL context. ContextSettings offers very limited tweaking and I’m wondering what’s under the hood. Maybe someone can help clear a few questions:

How can we turn off double buffering?

How is the SwapBuffers handled? Are the buffers being swap or the back buffer is being copied to the front buffer? I’d like to test which one offers the best performance. (In Windows, this means setting the dwFlags in the PIXELFORMATDESCRIPTOR to PFD_SWAP_COPY.) I’m guessing it is a copy because playing 720p is very smooth.

Is there a way to optimize and/or synchronize the SwapBuffers to get minimal pipe blocking?

EDIT: Using SFML 2.0 on windows 7 x64 + GForce 8800

Thx,

11
Feature requests / provide x64 external libs
« on: February 03, 2011, 07:13:09 pm »
Hi, it would be great to have the same setup for x64 that we already have for x86. Having to compiling dependency libraries is quite annoying.

12
Feature requests / Support for portable device?
« on: January 15, 2011, 07:09:29 pm »
Hi, is there in plans to support SFML on portable OS like Android?

13
Window / Handling Events,
« on: November 10, 2010, 10:13:09 pm »
Greetings,

On the tutorial Handling Events:

Code: [Select]
while (App.IsOpened())
{
    sf::Event Event;
    while (App.GetEvent(Event))
    {
        // Window closed
        if (Event.Type == sf::Event::Closed)
            App.Close();

        // Escape key pressed
        if ((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::Escape))
            App.Close();
    }
}


Shouldn’t be else if?

if (Event.Type == sf::Event::Closed)

else  if ((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::Escape))

14
Network / Blocking functions trouble shooting.
« on: November 08, 2010, 07:22:38 am »
Greetings,

I’m trying to pool a non-blocking TCP “Connect to Server” function like so:

      if (m_TcpSocket.Connect(m_IpAddressHost, m_Port) == sf::Socket::Done)
      {
/// do something.
      }

For some reason Server::Accept the connection at the other end but the Client::Connect never return sf::Socket::Done.

PS: I did try with a timeout and I’m getting the same result.

What I’m am missing?

15
Network / Terminate blocking functions?
« on: November 04, 2010, 07:10:41 pm »
Greetings,

Been playing around Sockets and I like the blocking behavior of sf::TcpListener::Accept but I`m wondering how to terminate it if there is no incoming connection? If that is possible.

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