Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - FRex

Pages: [1] 2 3 ... 5
SFML website / Links in Tutorials lead to outdated DoxyGen docs
« on: August 04, 2019, 11:32:51 pm »
Minor nitpick I just ran into.

They now lead to "Documentation of SFML 2.5.0" which has the "Warning:  this page refers to an old version of SFML. Click here to switch to the latest version." instead of "Documentation of SFML 2.5.1" which is now the latest one.

SFML website / Certificate Error
« on: March 27, 2019, 04:19:57 am »
Hey, so I see there is a fresh Let's Encrypt certificate on the website (en., fr., www. and sfml-dev.org itself) with starting date of 26 of May. ;)

The issue is that the en. and fr. subdomains are not listed in Subject Alternative Name so the forums display a big ugly warning about it. :-X

Edit: I see it's been fixed now. :P

General discussions / Bisqwit using SFML
« on: February 21, 2019, 08:26:22 pm »
YouTuber Bisqwit used SFML in his OpenGL video from today.


It's not mine so I didn't put it in projects.

Basically, SFML Window module is nice for input handling, and if someone knows how to use it they have two choices when they want to move to DirectX, Vulkan or use software: totally ignore the GL context or use something else.

So my idea is: why not add some flag to turn off/stop SFML from using GL at all, no creating context, no nothing.

This would allow someone to use DirectX, Vulkan or WinAPI themselves. It (making Window work without GL) could also be a stepping stone towards Vulkan coming into SFML in the future.

Woops, this was already done, I don't follow GH so I didn't know such a major thing got into there without going through here.

And a side idea is to add some user data pointer (just set/get void *). WinAPI has a user data pointer for the window handle, but SFML tucks its own Window pointer there. This came up when I did example of handling drag and drop with WinAPI and SFML. Getting list of filenames out of that message handler would require using a global variable or something like that, but if SFML Window had a user data ptr in it then I could get that pointer from window handle and from that pointer get my userdata.

General discussions / PhysicsFS vs an SFML virutal filesystem
« on: January 17, 2019, 10:03:58 pm »
Notice: This topic as been split off from: https://en.sfml-dev.org/forums/index.php?topic=24998.msg166661#msg166661

Fair enough to everything I guess except for PhysicsFS.

How is it a complex library (to use) at all? It's like a handful of functions (literally like 10 or 15 total for common things) if you don't count all 'write/read big/little endian 8/16/32/64 int/uint' ones and don't want to make own archive or IO type or something.

Feature requests / Add a way to get sf::Text vertices
« on: January 16, 2019, 06:02:16 pm »
I've mentioned it in pain points thread already. It'd let someone play with them on their own, like cache a few texts and pretransform them, or put them in a VertexBuffer. Just a simple getVertexCount + getVertexPointer, just like Image now has?

« on: January 14, 2019, 04:15:36 pm »
We should define those two macros in ImageLoader.cpp so that a statically linked SFML doesn't collide and cause tons of linking errors when the user's program also includes their own STB without defining those macros (they make all stb functions static).

Yes, I know I'm inventing random niche problems daily.

Feature requests / Should VertexBuffer fallback to VertexArray?
« on: January 12, 2019, 10:40:56 am »
As in the title. In case the extension isn't there and on ES shouldn't it do that and print a warning? Slow beats nothing. RenderTexture has some sort of fallback too, right?

Feature requests / Image saving
« on: January 11, 2019, 05:49:56 am »
As I mentioned in 4. here: https://en.sfml-dev.org/forums/index.php?topic=24998.msg166535#msg166535

There's no way to save image to a memory buffer.

There's also no way to save image to different extension than the one given in the filename (so you can't do a custom extension since no matching extension = fail).

There's also no warning anywhere about this funny thing: https://en.sfml-dev.org/forums/index.php?topic=24996.msg166513#msg166513

SFML projects / Rule 110
« on: November 21, 2018, 08:14:00 pm »
I ran across the concept of Rule 110 yesterday and thought it's so neat such a simple program is Turing complete: https://en.wikipedia.org/wiki/Rule_110

So I quickly wrote it in SFML today: https://github.com/FRex/Rule110

Screenshot: https://imgur.com/a/SpjEqUM

Why - because it might be super convenient at times.

Often I want to time something by just printfing some time stamps to console/file and look manually at the difference and now it requires me to stick a const sf::Clock somewhere (global) and call getElapsedTime().

Like come on... priv::ClockImpl::getCurrentTime() even already returns sf::Time.

It'd also make classes like stop watches (like the one in Thor) more idiomatic (IMO) by storing start and stop times, not an sf::Clock to use for literally that as well.

sf::Clock being made redundant by this is totally fine by me. There's many components already that are not wrappers over anything OS/library provided but are 'pure' SFML/C++ stuff made for convenience that power users don't use and that many other low level libraries don't provide (like shapes, sprites, text, unicode string conversions, etc.).

General discussions / Mastering SFML Game Development on Humble
« on: September 17, 2018, 09:51:30 pm »
There's a bundle right now on humble that includes "Mastering SFML Game Development" by "Raimondas Pupius" for under 1 Euro. No idea if it's any good.


SFML projects / SFML + Raycasting + CUDA
« on: July 23, 2018, 03:51:10 pm »
As part of one of my uni classes I've made a CUDA version of Fox Raycaster (the CPU one got optimized a lot and has had bugs in it fixed too): https://github.com/FRex/Fox2

SFML for Sprites, ImGui, Windowing and timing the raster on the CPU.

CUDA for timing and raster itself on the GPU.

A bit of OpenGL to go via a pixel unpack buffer straight to sf::Texture so technically data goes CUDA -> PBO -> GL texture, never making a round trip to the CPU.

Window / GL - 3rd coord being large causes primitives to not be displayed
« on: February 10, 2018, 03:48:12 am »
I'm not sure what's going on. I thought z will be ignored due to sf::View setting ortho projection but it's not - if it's uploaded (hold Q) and large (hold E) then there will be nothing displayed.

I don't want to upload just 2 GL_FLOATs since I'm making a buffer of 3D vertices and then want to draw them 3 times from 3 sides with 3 different ortho projections (that I'll set myself in the GL_PROJECTION matrix but I want to get the common xy case 100% working and understood first).

#include <SFML/Graphics.hpp>
#include <SFML/OpenGL.hpp>

int main()
    sf::RenderWindow app(sf::VideoMode(800u, 600u), "gl");

        //get ortho sf::View applied
        sf::Vertex v;
        app.draw(&v, 1, sf::Points);

    float trig[9] = {
        0.f, 0.f, 0.f,
        100.f, 100.f, 0.f,
        100.f, 0.f, 0.f,

        sf::Event eve;
            if(eve.type == sf::Event::Closed)
        }//while app poll event eve

        trig[2] = trig[2 + 3] = trig[2 + 6] = sf::Keyboard::isKeyPressed(sf::Keyboard::E) * 100.f;

        glVertexPointer(2 + sf::Keyboard::isKeyPressed(sf::Keyboard::Q), GL_FLOAT, sizeof(sf::Vector3f), trig);
        glDrawArrays(GL_TRIANGLES, 0, 3);


Feature requests / Hidden Window Creation
« on: February 01, 2018, 02:19:08 am »
It could be added to the Styles flags.

Creating a window and instantly hiding it causes it to flicker on Windows 10 at least (very visibly and jarringly) on the screen so it's not enough.

The only previous thing I could find was this issue but it seem to not have been followed up on: https://github.com/SFML/SFML/issues/1155

Pages: [1] 2 3 ... 5