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Topics - anthnich

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1
Graphics / Possible glTexCoordPointer issue
« on: September 28, 2017, 08:17:30 pm »
Hi.

In reference to this commit: https://github.com/SFML/SFML/commit/973ac8ddcd5eea22a01556405e16c554c7dd9788

With commit: https://i.imgur.com/a1llfMb.jpg (notice incorrect coords with camera and pc console)

Without commit: https://i.imgur.com/4bJX1EY.jpg

When I comment out the code (as seen in pic #2), everything is fine.

The actors that affected are sf::Sprites.  Anyone else encounter this issue?

2
General / Window xlib event issue? Solus Linux
« on: January 28, 2016, 08:07:07 pm »
Just want to report an issue. I'm using the latest SFML.

I'm experiencing a similar thing this user ran into (since fixed for him):

http://en.sfml-dev.org/forums/index.php?topic=18803.0

I originally had this problem in Ubuntu but it was solved some time ago as you can see with the same patch:

http://en.sfml-dev.org/forums/index.php?topic=18799

A player of my game is having this problem on the Solus Linux OS. https://solus-project.com/

I was able to replicate it. When my game is launched, within 5 seconds I get the "Force Quit/Wait" dialog. Clicking "Wait" allows the game to played w/o problems and everything else seems to work fine. The "Force/Quit" will also popup intermittently for another user. I just experience on first launch.

I feel that this is possibly related to the original issue. No other Linux distro I tested (Ubuntu, Debian, ArchLinux) seems to have this problem. Thought I'd let you know.

3
General / Windows Focus(?) Issue on Ubuntu (8/12 commit)
« on: August 13, 2015, 04:56:56 pm »
https://github.com/SFML/SFML/commit/561eb82f14e77f3c9b9e6bd50e59971eef1e9bda

This commit I believe is causing a problem. Running my program, the window will fade to black & white in Ubuntu if you idle for a few seconds. The 8/4 commit prior does not have this problem.

I cannot provide a code example, but I'm certain you can easily replicate it.

Here's a shot of my desktop w/ the fade problem (8/12 commit build).



And here's what the window is supposed to look like (8/4 commit build).



Some background:

* I request focus post window creation, so requesting focus does nothing.
* When I click in the window, it does not fade back in. It remains black & white regardless. Color never comes back.
* None of my code has changed in between each SFML commit above. What worked before no longer works.

If you need more info, I'll provide what I can.

4
General discussions / Forked SFML, merged grab_mouse
« on: December 11, 2014, 07:33:33 pm »
Not certain which forum to post this to.

I wanted to test and play with grab_mouse w/ the latest SFML revision, so I forked everything off and merged the two. I think I did everything correctly and my initial tests (integrated with my project) with Windows, Linux, & MAC OS X have been fine.

Here's the link to my fork if anyone wants to play around:

https://github.com/anthnich/SFML

Honestly, I'm not certain if you guys discourage this type of thing. So, if I made a faux pas, just let me know.

5
Hi, I just wanted to share how I fixed a problem with SFML 2.1 (from repo) and CMake with OS X 10.10 (Yosemite).

If you run make, you may encounter an error with freetype and/or sndfile that says something along the lines of "built for unsupported file format, which is not the architecture being linked".

To fix the error, go to the CMake entries for freetype and sndfile. Their paths will end with:

Quote
/extlibs/libs-osx/Frameworks/freetype.framework
/extlibs/libs-osx/Frameworks/sndfile.framework

Change these entries to:

Quote
/extlibs/libs-osx/Frameworks/freetype.framework/Versions/A/freetype
/extlibs/libs-osx/Frameworks/sndfile.framework/Versions/A/sndfile

And everything should make just fine.




6
Window / A Concern About Joystick Axises
« on: June 12, 2014, 08:03:15 pm »
Hi.

I have a tiny concern that I want to put forward, just to clear up if I am screwing something up or I found a quirk.

I have a Playstation 2 -> USB converter and your standard dual shock plugged into it.

In a game I am programming, I have an InputManager written which loads binds and the like and handles all input. The InputManager is initialized before anything happens in the engine. So, since there is no window created yet, I need to call sf::Joystick::update() to update the joystick first. Here is where I found a problem.

In my gamepad, it detect all axises (using hasAxis()) as available, although my pad uses only 4 of them. The axises that are "unavailable" have a constant position value of either -100 or 100. No big deal, I just check to see if those values are constant when setting up binds and disallow use of those axises. With that workaround, everything works fine. Now, here is where I have run into a quirk.

Axis::U is one axis that is unavailable to me. So, if I call sf::Joystick::update(), that axis should give back a value of either 100 or -100 on getAxisPosition(). Except, this axis returns the value of Axis::R UNTIL I create a window and update the joystick again.

Here is the test code that demonstrates. It may or may not work for you, depending on which axis does this for you.

int main() {

        // no window, so update joystick.
        sf::Joystick::update();

        // U is "(un)available" on my pad, so check value. value will be the same as Axis::R, which is a problem.
        std::cout << "Axis U Value:" << sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::U) << std::endl;

        // now, we'll open a window --
        sf::RenderWindow window;
        window.create(sf::VideoMode(640, 480), "A Window", sf::Style::Close);

        // -- and reupdate the joystick. If I don't reupdate, the value will be the same as above.
        sf::Joystick::update();

        // value is now -100, since it's technically not available to me.
        std::cout << "Axis U Value:" << sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::U) << std::endl;

        bool done = false;

        while (!done) {

                if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Escape))
                        done = true;

        }

}

It is my understanding that once I call the first sf::Joystick::update(), the joystick should be ready to go, but it isn't.

EDIT: This is the build I am using: https://github.com/SFML/SFML/tree/265c411c39f498f95a03517818167b47b754c440

7
General discussions / SFML on Reddit (/r/sfml)
« on: May 02, 2013, 05:40:12 pm »
Hello everybody!

I'm a coder using SFML for a number of my projects and been a long time lurker of these forums. I have to preface by saying these forums have been an invaluable learning tool for me, not just for learning SFML but for learning programming as well. Thanks Laurent and everyone else who has helped foster such a great community.

Over at Reddit, I am moderator at http://www.reddit.com/r/sfml/ (username: anthonybean) , a subreddit dedicated to SFML. It was suggested there that I come over here and introduce the subreddit to the forums.

The subreddit doesn't see a lot of traffic at the moment, but I volunteered as mod over there so I can help SFML have a home among the Reddit community. I consider /r/sfml a supplement to these forums and the irc channel as another place members of the dev community and get together and talk about SFML. You're all welcome to come and pay a visit!

Thanks again for all the hard work and for making such a fine product. :)

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