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Topics - ronag

Pages: [1]
1
Window / x64 - GetEvent crash
« on: December 09, 2011, 10:20:18 pm »
I have an application that works well in 32 bit, however I'm having some problems with 64 bit.

The GetEvent method seems to crash my application.

I have compiled SFML 1.6 as a static library for x64 with /MDd.

I have traced the problem down to the very first call of GetEvent and then deeper into the code:

Code: [Select]
void WindowImplWin32::ProcessEvents()
{
    // We update the window only if we own it
    if (!myCallback)
    {
        MSG Message;
        while (PeekMessage(&Message, NULL, 0, 0, PM_REMOVE))
        {
            TranslateMessage(&Message);
            DispatchMessage(&Message); // access-violation
        }
    }
}


Where Message has the following values:

message = 799
wParam = 1
lParam = 0
time = 25335545
pt = {x=611, y=411}

Any ideas what could cause this our how to debug it?

If I just skip the GetEvent calls the application runs fine and the window is rendered, but it of course wont respond to any interaction.

EDIT:

On second thought this should proably go into the "Window" forum.

2
Graphics / Windowless OGL Context with Stencil Buffer
« on: January 20, 2011, 08:48:25 pm »
How do i create a windowless OGL context with stencil buffer with SFML 1.6?

3
Audio / Change OpenAL Device
« on: January 16, 2011, 01:01:08 pm »
I'm using SFML 1.6 in my project and I would like to be able to choose which output device should be used by sf::SoundStream.

As SFML 1.6 doesnät seem to support this I'm wondering if there is a way that I can change the the active al device to one I have created through something like alcMakeContextCurrent.

Is this possible? And if so I'd appreciate some tips on how to go about it.

4
Graphics / OpenGL with no or hidden window
« on: September 20, 2010, 09:54:01 pm »
I'm using SMFL to do some gpgpu computing... which doesnt require a window however a ogl context is still needed.

In what ways can I run OpenGL SFML with no or someway hidden window?

6
Audio / Audio streaming problems
« on: September 03, 2010, 09:21:16 pm »
I've got a problem with the sf::SoundStream class where the OnGetData is not called often enough and the "externalChunks_" buffer is filled much faster than its emptied. Thus I get delayed and stuttering audio.

What am I doing wrong?

Code: [Select]
class SoundChannel : public sf::SoundStream
{
public:
SoundChannel() : internalChunks_(25) // Keep data for 25 frames = 1 sec
{
Initialize(2, 48000);
}

~SoundChannel()
{
Stop();
}

void Push(const AudioChunkPtr& pAudioChunk) // Called once per frame, push in audio data for one frame
{
externalChunks_.push(pAudioChunk); // pushes ALOT more than is popped
if(GetStatus() != Playing)
Play();
}

private:

bool OnGetData(sf::SoundStream::Chunk& data) // Should be called much more often
    {
AudioChunkPtr pChunk;
externalChunks_.pop(pChunk); // doesn't empty fast enough
internalChunks_.push_back(pChunk); // Keep memory allocated while the audio is played

data.Samples = reinterpret_cast<sf::Int16*>(pChunk->GetDataPtr());
               
data.NbSamples = 3840; // Each "AudioChunk" has enough audio data for one frame, 7680 bytes per frame in 25 fps, 1 sample = 2 bytes
        return true;
    }

boost::circular_buffer<AudioChunkPtr> internalChunks_;
tbb::concurrent_bounded_queue<AudioChunkPtr> externalChunks_;
};


EDIT:

If i change the samplerate to 24000 i get rid of the stuttering... however it sounds very wierd and is delayed.

Iprobably should mention im using SFML 1.6

7
General / SFML 1.6 VS2010
« on: September 02, 2010, 11:10:46 pm »
Has anyone managed to build SFML 1.6 for VS2010 and would care to share?

Been trying to compile it for two hours but haven't managed to get it right, even though i've tried to follow the different threads on this forum regarding the matter.

8
Window / Selecting Display Device
« on: September 02, 2010, 10:47:03 pm »
Let's say my computer is connected to two display devices (monitors).

I would like too select which one my full screen SFML window is displayed on.

Is this possible?

9
Graphics / Streaming to texture
« on: September 02, 2010, 10:44:13 pm »
How would i efficiently stream data to a texture using SFML?

When using pure opengl i would usually have 2 PBOs where i write to one from memory while the other is rendered. Not sure how well this maps to SFML?

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