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Messages - furrydice

Pages: [1]
1
Graphics / lines appearing on sprite edges
« on: February 03, 2011, 07:11:13 pm »
Brilliant, just what was needed! Thnx...

2
Graphics / lines appearing on sprite edges
« on: January 05, 2011, 04:45:57 pm »
Hi,

I have some imported graphics (some that are drawn contiguously on screen to create a dynamic menu), and  have noticed that around the edge of the sprites there is a little line that changes how noticable it is (randomly) as I zoom in/out (quite noticeable on the dynamic menu between items), and occurs even if I overlap the sprites.

Would anyone know why (float rounding effects?), and are there any tips for which is the best method to use for removing these effects, anti-aliasing, blending, smoothing (not exactly sure of the difference between them (?anti-aliasing blends whole screen dynamically each frame, blend/smooth blend the actual sprite/image?)?

Also, do you know how the frame rate is set, is it set automatically by the graphics card within limit set by SetFrameRateLimit, or is there a more precise way of setting it?

Many thanks.

3
General / Stack overflow problem (increase allocated stack size?)
« on: January 04, 2011, 07:45:19 pm »
thanks, sorry, been a while...  :oops:

4
General / Stack overflow problem (increase allocated stack size?)
« on: January 04, 2011, 07:19:11 pm »
Hi,

I was wondering if you could help. I have defined a structure that uses quite a lot of memory (120kB), and I need to create at least another 3 of them. When I only create 1, the program works fine, when I add the second I get the errror:

Unhandled exception at 0x01037fd7 in Dungeon_Twister_1.exe: 0xC00000FD: Stack overflow.

Can anyone tell me how/where to increase the allocated stack size. I seem to remember it should be done in the makefile (more a compiler/VC++ option than SFML).

If anyone could tell me how to set/increase the stack size would be great (+ general rules for maximum allocatable stack size..)

Many thanks..

(p.s.:  sfml1.6, Win7-64bit, VC++2008, 6GB RAM)

5
Window / converting from mouse coords to draw coords when using views
« on: January 03, 2011, 02:30:04 pm »
sorry, just found the ConvertCoords method in RenderWindow....

problem solved.. :) !

6
Window / converting from mouse coords to draw coords when using views
« on: January 03, 2011, 02:03:43 pm »
Hi,

Wondering if anyone could help, I have an app with a board that is drawn to screen, then displayed in the app window using a view. I then want to be able to click on the screen, and calulate what part of the board was clicked on.

The view zooming/moving is working great, and I can pick up the mouse coordinates when clicking, but it is selecting the wrong part of the board. I'm guessing this is because I have to take into account the view zoom and movement values.

Could anyone tell me how to convert from the mouse click coords to the sprite coords taking into account the view settings?

Many thanks if you have some tips  :) ...

7
Window / Windows Header Breaks Program
« on: December 24, 2010, 01:53:01 pm »
Hi,

Ah, how did you know I had an ATI? :) It ran with 600,400,32, but gave a strange high pitched squeel, not sure why, so thought it safer using a retruned video mode (plus get full screen:)

(ps thanks for awesome library, am looking forward to making some great stuff..!)

8
Window / Create Window
« on: December 24, 2010, 01:47:53 pm »

9
Window / Windows Header Breaks Program
« on: December 24, 2010, 01:43:32 pm »
Hi,

I got the same thing, and now have working, thought this might help:

(ps my system: windows7 64-bit, VC++ Express 2008)

When using the dynamic libraries (sfml-window.lib or sfml-window-d.lib): the project compiles and runs, the console window appears, but get no application window, also when running it doesn't reach the main code (breakpoint on first line).

The static libraries worked (sfml-window-s.lib and sfml-window-s-d.lib). When compiling using the debug version, I got the warning "needs "vc90.pdb" for debug info", but seems to run fine, and have access to class debug info in debugger.

I also found my graphics card wasn't too keen on the hard coded videomode set-up in the example, so used the tutorial example to get a mode from the video card:

   unsigned int VideoModesCount = sf::VideoMode::GetModesCount();
   for (unsigned int i = 0; i < VideoModesCount; ++i)
   {
       sf::VideoMode Mode = sf::VideoMode::GetMode(i);
       // Mode is a valid video mode
   }
   //sf::RenderWindow App(sf::VideoMode::GetMode(0), "SFML Shapes");
   sf::RenderWindow App(sf::VideoMode::GetMode(0), "SFML Shapes", sf::Style::Fullscreen);

(+ you get full screen!)

If still having issues, recompile the libraries as described in tutorial 1 (open sfml.sln, change the configuration setting to desired build type in the main window tool bar, eg static debug (option box next to green run arrow), then right-click package you want to build in solution explorer window, clean the project then build libraries). New libraries can be found in lib\vc2008\, and copy them to the lib\ directory)

Hope this helps..

Pages: [1]