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Messages - zerrer

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1
Window / Re: SFML 2.3 depth testing issue
« on: July 06, 2015, 10:33:33 pm »
Have you tried to explicitly request a depth-buffer in the context settings when you create the window? As far as I remember, the context selection algorithm has changed, and may lead to contexts without depth-buffer by default.

That was it problem solved after specifying depth bits etc.. in context settings. I was using default context settings.

thanks

2
Window / Re: SFML 2.3 depth testing issue
« on: July 06, 2015, 10:21:05 pm »


And the problem is?

Well you can see in the first picture that the faces are not sorted correctly. ( some faces far are rendered after faces near )

Here is my opengl configuration ( same for 2 pictures ):
   glEnable(GL_CULL_FACE);
   glEnable(GL_DEPTH_TEST);

   glCullFace(GL_BACK);
   glFrontFace(GL_CCW);

   glEnable(GL_BLEND);
   glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 

and before rendering:



   glClearColor(63.0f / 255.0f, 203 / 255.0f, 213.0f / 255.0f, 1.0f);
   glClearDepth(1.0f);
   glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 

3
Window / SFML 2.3 depth testing issue
« on: July 06, 2015, 09:52:25 pm »
Hello,
I have noticed that there is an issue with depth testing in sfml 2.3:

Here is a scene rendered using SFML 2.3 lib:
http://i.imgur.com/sfQNwNb.png

with SFML 2.2 :
http://i.imgur.com/00Fi2Yt.png

thanks

4
General / Re: Real time mouse wheel event
« on: April 07, 2015, 11:13:00 pm »
What is the difference between sf::Event::MouseWheelScrolled and  sf::Event::MouseWheelMoved ?

By real time I mean outside the pollevent loop, like for example sf::Keyboard::isKeyPressed I can use it everywhere.

But I think my question is stupid because this seems impossible, sorry..

5
General / Real time mouse wheel event
« on: April 07, 2015, 10:56:41 pm »
Hello,

Is it possible  to detect if mousewheel has been moved up or down in real time ?

thanks

6
General discussions / Re: SFML 2.2 - Next-Gen Multimedia Capability Today
« on: December 14, 2014, 01:19:36 pm »
Yeah because in the first he creates a list of renderwindow and deletes at the end .. in the second no. I don't see how this is related to SFML.

of course if you put your window in a list for no reason it will be longer.

I don't remember having to create a list of renderwindow in sfml 2.1 to make things work


7
General discussions / Re: SFML 2.2 - Next-Gen Multimedia Capability Today
« on: December 14, 2014, 11:28:23 am »
I dont understand the last part of the picture "support for advanced programming techniques"

what technique you talk about

you are not even doing the same thing in the 2 codes..

8
General discussions / Re: SFML Game Development -- A book on SFML
« on: October 30, 2014, 08:49:30 pm »
But the SceneNodes are not owned by one ressource, World class also owns SceneNodes who were intended to be owned by only one ressource.
The use of unique_ptr in this case is only complicating things, it would be much simpler and senseful with shared_ptrs.

9
General discussions / Re: SFML Game Development -- A book on SFML
« on: October 30, 2014, 08:21:04 pm »
The use of unique_ptr is a bad choice for SceneNodes, why are you using unique_ptr and then create other pointers using get() in your World class ? You should use shared_ptr if you want to share the memory.

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