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Messages - lol123

Pages: [1]
1
General / New version of SFML
« on: December 30, 2013, 08:43:28 am »
Are developers going to release new version of SFML? If yes, when and what new features will it contain?

2
Network / sf::Http::Response progress of downloading file
« on: December 26, 2013, 12:43:27 pm »
Can I track progress of a large file downloading from the Internet?

3
General / Re: sf::Texture as a template argument
« on: December 09, 2013, 05:33:21 pm »
1) Just tried to reproduce this error, but everything worked fine! Guess I did something wrong that time
2) I was trying to benchmark my Tuple and std::pair performance

Thanks!

4
General / sf::Texture as a template argument
« on: December 09, 2013, 04:16:06 pm »
I made my own Tuple class:

template <class T1, class T2>
class Tuple
{
public:
    Tuple (T1 Item1, T2 Item2) : item1(Item1), item2(Item2) { }
    T1 item1;
    T2 item2;
};

But when I use it:
Tuple<MyOwnClass, sf::Texture>

I get error:
template argument 2 is invalid

5
Graphics / Re: resetGLStates() problem
« on: November 30, 2013, 08:08:21 pm »
No that didn't help

6
Graphics / Re: resetGLStates() problem
« on: November 30, 2013, 08:01:06 pm »
It just doesn't draw what I draw with OpenGL calls

Thanks, I will try that

7
Graphics / Re: resetGLStates() problem
« on: November 30, 2013, 07:06:31 pm »
Well, I want to mix OpenGL draw functions and window.draw() function. Now I surround every OpenGL functions block with popGLStates() and pushGLStates():
window.draw();

popGLStates();
glRectf();
pushGLStates();

window.draw();

popGLStates();
glRectf();
pushGLStates();

window.draw();

but that doesn't work. What am I doing wrong?

8
Graphics / Re: resetGLStates() problem
« on: November 30, 2013, 06:48:11 pm »
I know, but the example doesn't work

9
Graphics / resetGLStates() problem
« on: November 30, 2013, 04:24:25 pm »
Could somebody give me an example how to use resetGLStates() function to mix direct OpenGL drawing with RenderTarget.draw() function without using pushGLStates() and popGLStates? Docs (http://www.sfml-dev.org/documentation/2.1/classsf_1_1RenderTarget.php#aac7504990d27dada4bfe3c7866920765) don't help  :( Just a code snippet like that:

window.draw();
//magic
glRectf();
//magic
window.draw()
//magic
glRectf();

10
Graphics / Re: File extension for best performance
« on: November 22, 2013, 08:17:11 pm »
Thanks! That's what i needed :)

11
Graphics / File extension for best performance
« on: November 22, 2013, 06:38:59 pm »
texture.loadFromFile("image.*")
Which file extension (*.png, *.bmp, etc.) should I use to achieve the best performance?

Pages: [1]