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Topics - Acumen

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System / Joystick Disconnect causes Crash at pollEvent()
« on: August 12, 2015, 05:43:36 am »
So first off, I am in an old 2.1X snapshot from November 2014, running on Windows 8. I am going to update to the latest snapshot ASAP, but seeing if this is something that is on the radar at all? Searching didn't turn anything up.

Story is 4 x 360 controllers, 2 x wireless 2x wired. Things run well unless controllers go to sleep or are disconnected. Then anywhere from 1 to 20 seconds after I will get a crash. I can see it is happening at pollEvent() from a debug log I setup.

Seems to be reliant on 4 controllers all being on prior to program start (as opposed to being plugged in or turned on once running). Then having some specific controllers disconnect? Unplugging all 4 reproduces it, less than 4 not always, but sometimes. I am also able to reproduce it on an SFML project where I do not mess with the joystick at all so am fairly certain the issue is not in my code.

Will update snapshot and get a minimal example.

Audio / getStatus() Waits for SF::Music to Load - Pauses Program 80ms
« on: November 09, 2014, 12:16:30 am »
So I was trying to figure out why I was having a weird hiccup in my program and figured out it was from calling getStatus() on an SF::Music shortly after calling play(). It takes almost 80ms which is obviously noticeable.

Is there a best practice (single thread) work around for this? Delaying checking the status an arbitrary amount of time hoping the stream has loaded seems weird. Any other way to see if the file is loaded enough to be able to check it's status?

It would be nice if getStatus() returned -1 or something if the stream has not loaded yet instead of hanging.

Edit: Also noticed calling stop() takes about 5ms?! Is that the case for everyone? Is that much time really needed? Huge overhead there I never realized.

General / Linking Error Building from Snapshot
« on: September 27, 2014, 02:27:53 am »
So I built from the latest snapshot (Sept 24 2014) in cmake having only built from 2.1 or earlier previously. I am linking statically and edited GlxContext to give me a core profile. These are things I did with 2.1 and had working.  In my solution I updated the library folders to the new ones

I added the new dependencies that I understand are now needed as shown in the attached image and the library folder for the externals. I am doing something wrong and have exhausted all my ideas and searches.

Right now when I try to compile with this line:

sf::Image icon;

Causes the following:

sfml-graphics-s.lib(Image.obj) : error LNK2005: "public: __thiscall sf::Image::~Image(void)" (??1Image@sf@@QAE@XZ) already defined in windowFunctions.obj

If I comment it out it compiles and runs. I am stuck, can someone show me what I am doing wrong?

Audio / Array of sf::Music Causes Crash?
« on: September 27, 2014, 02:23:44 am »
So using the newest snapshot (24 Sept 2014) openFromFile() causes a crash when using an array of sf:Music:

sf::Music* testMusic = new sf::Music[10];

Where this does not crash:

sf::Music testMusic;

Previously the array of sf::Music was fine. Is this intended? I could not find anything about sf::Music changing. Was I just lucky my code worked previously?

New high DPI Windows (possibly other platforms as well) devices incorporate an autoscaling feature which does not work properly with SFML's getSize().

getSize() returns actual display pixels with sf::VideoMode::getDesktopMode() and sf::Style::None but then autoscaling doubles it so 1 pixel is 4 I only see the center quarter of my draw call.

getSize() returns half the actual display pixels (width/2, height/2) with sf::VideoMode(width, height) and sf::Style::Default and it stretches everything to the full size (width, height). Again 1 pixel is 4, but at least I am not offscreen.

Disabling autoscaling in the programs properties menu resolves these issues.

Is this a bug or an un-requested feature? I feel like SFML's default setting should have AutoScaleMode set to None? Is there a reason it is not? Should I submit a bug report and or feature request? Is there an alternate resolution to this issue?

I have not found anything about this as it relates to SFML by searching. I am using SFML 2.1 so if it has been addressed already I apologize. I do not have regular access to a high DPI device so I may not be the best person to spearhead this if there is someone out there who owns one.

Window / OpenGL Context Flashes on Screen when Created
« on: January 25, 2014, 12:24:48 am »
So I am trying to make my program cleaner, and this is one issue that has been bother me for a while.

When I call create() for a new OpenGL window, it displays with a black background, flashes a white background for a second then disappears. This happens as soon as it is created even if I never initialize OpenGL or call display(), also if I do.

This is doubly frustrating as I create a test context to pull OpenGL version and check for the systems compatibility before creating the 'real' context with my OpenGL version as part of the create() call. So I get window->flash->disappear->window->flash->disappear->real window as my start up sequence. It is jarring. I would LOVE to just have a black screen throughout this process!

Anything I can do?

Audio / SFML 2.1 Crashes somewhere in my Audio Function on Windows 7
« on: October 10, 2013, 09:13:54 pm »
So I am just looking where to start on this one and to see if anyone else has the same issue. It is hard for me to debug as I no longer have access to the machine and was only running a release, but I did see it with my own eyes.

I could tell from my log file that my program crashed from something in my audio function, but only with a new version of my program created with SFML 2.1. I had an older version of my program from one of the 2.0 release candidates and was able to run that without crashing. I am 99% sure none of the code in the audio function changed, only the SFML version.

The interesting thing is that the new version ran just fine if I set it to Windows 7 compatibility mode, or any other version of Windows for that matter. This was on a 32 bit Windows 7 home premium machine, no I am not even sure why there is a Window 7 compatibility mode on it.. I was thinking it might have been from a conflict with installed openAL or libsnd dll's that were already on the machine, but I changed their names temporarily and had the same issue. Maybe that wasn't the right way to accomplish anything but it was the only thing I came up with at the time.

Anyway I have the dmp file and pdb so I should be able to track it down a bit more if nobody has any ideas, although I have no experience with dump files so it will probably take me a while to figure out how to read anything useful, maybe I should just bite the bullet and learn how to do it anyway.

Please advise!

Window / Window is Completely White in Windows 8
« on: July 03, 2013, 07:09:48 pm »
So I just got a new Windows 8 computer, and I am having a few issues with SFML or OpenGL (3.2). When in a window (not full-screen) the entire window is white, but the game is still playing. Secondary symptom is that when my program starts, while 'loading' its sound assets (full-screen) the screen is white.

This does not happen on my Vista machine.

Feature requests / Multiple Monitors
« on: June 27, 2013, 06:09:48 am »
I know it has been said before, but I could not find a thread in this section about it, so I created one.

Multiple monitor control would be great!

Window / Black Screen Windowed, but Works Fullscreen
« on: April 14, 2013, 04:31:30 pm »
So I gave a graphics test program out to have a few people check compatibility, and got back a report that it shows nothing but a black screen while windowed on someones laptop. The strange thing is that it runs fine in full-screen on the same laptop.

Nothing is coming up on Google for this that I can find. It is working fine both windowed and full-screen on all other computers tested so far. I will hopefully get the make, model, windows version, display adapter, driver version, and resolution shortly and relay it. I am not on my computer with the source but will get the appropriate code snippets up right away.

Any ideas?

General / Unresolved External Symbol with Static Linking /MT
« on: April 11, 2013, 03:38:20 am »
So I have been tried everything I can think of but cannot figure this thing out.

I can compile fine static with /MD and the 2.0 RC. With my own cmake build of the latest snapshot (g86897a8) with SFML_USE_STATIC_STD_LIBS on, /MT in Visual Studio 2010, it gives me these errors:

1>main.obj : error LNK2001: unresolved external symbol "public: __thiscall sf::Window::Window(class sf::VideoMode,class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > const &,unsigned int,struct sf::ContextSettings const &)" (??0Window@sf@@QAE@VVideoMode@1@ABV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@IABUContextSettings@1@@Z)

1>smflInput.obj : error LNK2001: unresolved external symbol "public: void __thiscall sf::Window::create(class sf::VideoMode,class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > const &,unsigned int,struct sf::ContextSettings const &)" (?create@Window@sf@@QAEXVVideoMode@2@ABV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@IABUContextSettings@2@@Z)

My window code is this:

sf::ContextSettings settings;
settings.depthBits = 24;
settings.stencilBits = 8;
settings.antialiasingLevel = 4;
settings.majorVersion = 3;
settings.minorVersion = 2;

sf::Window window(sf::VideoMode(800, 600), "Name of Program", sf::Style::Default, settings);

I have the static pre-processor flags in, linked to the static libraries. Like I said it build fine with /MD and 2.0 RC. I would like to be able to build with /MT so people will not have to install the Visual Studio extensions.

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