Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - eXpl0it3r

Pages: [1] 2 3 ... 619
General discussions / Re: Slow performance with Raspberry PI 3B
« on: October 19, 2019, 01:18:01 am »
Are you using OpenGL ES? The Raspberry Pi only really supports OpenGL ES and if you run OpenGL it will have to emulate the calls in software if it can't translate them to OpenGL ES.

Feature requests / Re: XInput support
« on: October 14, 2019, 05:02:00 pm »
Relevant documentation links:

I think the main issue here is that most (if not all) controllers that support XInput also support DInput, but with the above mentioned limitations, however many older controllers will not support XInput, so without DInput one would not be able to use them.
As such we need to find a solution to either support both at runtime or pick one at compile time.

Can you provide a call stack of the crash?
Is your GPU driver up to date?

Also make sure to add checks around your own OpenGL code, so you know if any of your own calls cause errors.

Any reason you reimplement shader support?

SFML development / Re: sf::NonCopyable and =delete
« on: October 11, 2019, 04:57:17 pm »
Someone raised a concern on GitHub that the parent NonCopyable approach still allows for copying, if a copy constructor is explicitly implemented.

#include <iostream>
class noncopyable {
        noncopyable() = default;
        noncopyable(const noncopyable&) = delete;
        noncopyable(noncopyable&&) = delete;
        void operator=(const noncopyable&) = delete;
        void operator=(noncopyable&&) = delete;
class foo : public noncopyable {
        foo() = default;
        foo(const foo&)
                puts("I'm copied!");
int main() {
        foo f;
        foo f2(f);
        return 0;


General discussions / Re: Developing with CMake
« on: October 09, 2019, 11:29:21 pm »
To maybe give you another example, you could have a look at my library Thor. It's an extension to SFML and thus depends on SFML (and transitively SFML's own dependencies), however Thor itself is written in pure C++.

As such, the CMake files are considerably simpler than for SFML, but there's still a few of them (for different build targets):
Not to undermine anything that Nexus said, but I just want to mention that while Thor might give you an idea of how CMake can be used more lightweight, Thor still uses older constructs of CMake which aren't necessarily recommended anymore (which of course is part of the problem with too many ways to do one thing).
If you want to learn CMake, Thor nor SFML might be the best examples to look at.

Here are some CMake resource links:


General / Re: Problems with statically linking with Visual Studio 2017
« on: October 08, 2019, 01:35:43 pm »
This error is usually solved by updating Visual Studio to a newer version or building SFML yourself from source. :)

Congrats on the Early Access! I'll definitely give it a try later.

Sounds like an outdated & buggy Intel driver.
What's your Intel Graphics Chip and what driver version are you running?

Window / Re: Joystick enum Axis
« on: October 07, 2019, 07:27:37 pm »
I think there's a fundamental misunderstand of either what you're trying to do (thus Laurent asked for some code, so we can understand), or your understanding of how SFML operates.

I can however check in real time if ANY axis/button is pressed by using the enum values, which as I said overlap.
That's the part we're not understanding here, as SFML doesn't provide such a functionality, how would you go about doing this?

It's more an excuse than a real reason, but since SFML doesn't support multiple monitors at the moment, this use case of moving windows around isn't really covered. :D
However even if it was, I'm not sure we can do much about your Intel GPU not rendering the window on the second monitor. You'll probably experience the same issue with other games if you force them to run with the Intel chip.

My recommendation is to place SFML_DEFINE_DISCRETE_GPU_PREFERENCE in the global scope of a source file that will be linked into the final executable. Typically it is best to place it where the main function is also defined.
This will tell your system to prefer the discrete GPU over the integrated chip, see also: https://www.sfml-dev.org/documentation/2.5.1/GpuPreference_8hpp.php

Graphics / Re: sf::text not handling characters correctly
« on: October 05, 2019, 11:20:52 pm »
Reads to me like the font you're using doesn't have any of the special characters you're trying to use. Check that the font supports çãé.

It's not really a bug, it's more a side-effect of how OpenGL works and affects the C++ library the same way.

General discussions / Re: Thinking about converting...
« on: October 04, 2019, 04:49:28 pm »
SDL 1.2 is coded so that any change to the context, such as toggling fullscreen or resizing causes the context to be reset.  This is actually what prompted me to upgrade to SDL 1.3.
Any reason you remained with the SDL 1.x version instead of trying SDL 2.0?

It's a relatively well known problem of texture bleeding, where the next pixels on the texture are displayed despite the texture rect and positioning not allowing for that.
The solutions usually are to make sure to only position sprites on integer positions or render everything to a render texture and render that to the screen.

Java / Re: JSFML game wont launch on another pc
« on: October 03, 2019, 02:12:53 pm »
As mentioned on Discord it's a rather vague question. Something not working isn't really a problem description, as it could have many different causes.
Try to find out more information on the problem, error messages, logs, etc.

Pages: [1] 2 3 ... 619