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Messages - Gerard Wensink

Pages: [1]
1
General / Re: Application was unable to start correctly (0xc000007b)
« on: January 04, 2019, 01:00:34 am »
I tried rerunning it, with the CMake flag BUILD_SHARED_LIBS set to false to build static sfml libraries, and now the examples don't generate an error message, they simply open and immediately close.

I got exactly the same when compiling with x86_64-7.3.0-release-posix-seh-rt_v5-rev0 as told on the download page. The binary download works when adding the 3 dll's i mentioned in another post reply.
Using cmake 3.10.2

Its the same thing over and over again.
Q) How did the sfml team compiled the source code 2.5.1?

If we can not compile it with the same compiler as they mentioned, how can they do it?
100% of all guidelines on the net DON'T WORK. They never do. NEVER.

Looks like people manipulate the open source so normal dudes like me can not use the shit like they tell.
What is the

PHONE NUMBER

of the person who compiled the binaries?

HOW DID HE/SHE DO IT?
And is he/she part of the Bill Gates Illuminati?

So, somebody else had same problem. The programs pop up and quit.

So i figured out the directory resources from the example program, has to be copied also into the out dir of the compilation in the output of the example dir.
Like out/examples/pong/resources.

THE PROGRAM DON'T TELL IT CAN NOT FIND THE SOUND FILE!!!!! Now, that is stupid.

What is most stupid,

NOBODY (since aug. 2018) HAS GIVEN THIS ANSWER!!!!! WHILE ITS SO SIMPLE!!!!

Btw, check out my code with static ffmpeg 2.8 libs:
https://drive.google.com/file/d/1h6oPoJL7dlAHwQarpFEGmoyWj6o31Kea/view?usp=sharing
Or (with also static ffmpeg 2.8 libs)
https://github.com/crazybytes/PACMAN-GRAPHICS
Or https://github.com/crazybytes/PACMAN (readme file contains some info, not all, check the code for hidden features for now)

2
When compiling (or using binaries) 64 bit (like mingw seh version) and you get a popup box with a

0xc000007b error

You need these extra files in the dir:

libgcc_s_seh-1.dll
libstdc++-6.dll
libwinpthread-1.dll

They are in the gcc lib dir.

3
Graphics / Re: [SOLVED] Copying texture from rendertexture.
« on: November 21, 2018, 11:33:32 am »
What does the function cost?
sf::Texture TestTexture(RenderTexture.getTexture());

4
Graphics / Add clipping texture with shader
« on: May 26, 2018, 11:38:18 am »
Hello. I draw sprites using a shader, AFTERWARDS i want to clip the resulting texture. (Cutting of top,bottom,left and/or right, by making it transparant or so).

I can do it by drawing the sprite with the shader in a texture, then clip the texture, then draw it on to the renderwindow, but i use a lot of these sprites, and things get slow.

This is my shader witch i use on lots of 64x72 pixel sprites:

uniform float wave_phase;
uniform vec2 wave_amplitude;

void main()
{
    vec4 vertex = gl_Vertex;
    vertex.x += (cos(gl_Vertex.y * 0.02 + wave_phase * 3.8)  + sin(gl_Vertex.y * 0.02 + wave_phase * 6.3) * 0.3) * wave_amplitude.x;
    vertex.y += (sin(gl_Vertex.x * 0.02 + wave_phase * 2.4)  + cos(gl_Vertex.x * 0.02 + wave_phase * 5.2) * 0.3) * wave_amplitude.y;

    gl_Position = gl_ModelViewProjectionMatrix * vertex;
    gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
    gl_FrontColor = gl_Color;
}

Somebody have any idea how to clip the resulting texture? Like with 4 parameters for clipping the top,bottom, left and/or right of the texture?

Thanks in advance.

See example video: Clipping is now done before the shader changes size/position, then clipping is not correct.
I want the sprites to go under the viaduct properly cut off.




5
For me the function getCurrentImage() doesn't work either.
What i do to get it into a sprite is a in between draw.

void updatemovie() {
    if (live_movie->getStatus()!=sfe::Stopped) {
        live_movie->update();
        texture_from_movie->draw(*live_movie);
        texture_from_movie->display();

//        texture_from_movie_new=live_movie->getCurrentImage();
        texture_from_movie_new=texture_from_movie->getTexture();
        sf::Texture::bind(&texture_from_movie_new);
        sprite_from_movie.setTexture(texture_from_movie_new,false);
//        sprite_from_movie.setTexture(live_movie->getCurrentImage(),false);
    }
}

(live_movie is pointer to a sfe::movie)

6
Graphics / Re: Load image from the internet
« on: April 01, 2018, 01:30:38 am »

7
Graphics / Re: Load image from the internet
« on: April 01, 2018, 01:29:25 am »
You should use the .data()
Like this:
   sf::Texture tussen;

   if (    !tussen.loadFromMemory(   response.getBody().data(), response.getBody().size()  )     )

8
SFML projects / PACMAN / MAZE / MULTIPLAYER / NETWORK
« on: March 19, 2018, 06:31:57 pm »
Pacman game devellopment. Check it out at:
https://github.com/crazybytes/PACMAN

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