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Messages - slotdev

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1
Window / Re: Memory usage in SFML 2.3
« on: July 17, 2015, 01:13:38 pm »
Very true, but the game code is 100% identical between versions, so only SFML changes. It's not a problem, but aside from reading thousands of lines of code, or thousands of Git comments, it's hard to know what has changed between versions. Some kind of synopsis of changes would be handy but I know its extra work for someone :)

It does seem to run faster though, so that's good, and glad to see the Intel bug finally fixed. You don't know how happy that makes us :)

2
Window / Re: Memory usage in SFML 2.3
« on: July 16, 2015, 04:20:32 pm »
This was from around 6 samples of each. Not scientific, but not a million miles away.

We have to make games work on devices with as little as 32mb video memory and 1024x600 resolution (literally 15 year old hardware) and crappy Intel video drivers. So every megabyte counts.

We have to use every trick in the book to make the games work...

:)

3
Window / Memory usage in SFML 2.3
« on: July 16, 2015, 04:08:14 pm »
Hi Everyone

I've recently upgraded our dev environment from SFML 2.0 to 2.3, and I've noticed something. The split of system to video memory seems to have changed, though the overall usage isnt wildly different. For example, this is a game on 2.0 and 2.3 (100% same game code, only difference is SFML version):

SFML 2.0
20mb system memory
52mb video memory

SFML 2.3
35mb system memory
44mb video memory

Does anyone know why this would be, I know quite a bit has changed under the covers......

Many Thanks

4
Audio / Re: SFML 2.3 sound clipping
« on: July 08, 2015, 10:37:05 am »
Thanks for the info and testing; actually this is on Win 7. I'll rebuild everything and see what happens :)

5
Audio / Re: SFML 2.3 sound clipping
« on: July 08, 2015, 10:03:27 am »
Hi

See this example wave file - but every wave file in the game has the same problem..and it was working fine on 2.1 and 2.2. I see libsndfile DLL is no longer required; can someone explain (or show me documentation) why this is?

By "clipping" I mean a clipping noise, but also there is a kind of pop noise, and a "scratching" sound also. I have seen this problem on other embedded hardware  I used to use, which is normally because there is a driver problem with transferring data to the audio chip, and the amplifier just makes these noises because the data is junk.

Any changes to OpenAL, etc??

Thanks
Ed

6
Audio / SFML 2.3 sound clipping
« on: July 07, 2015, 06:09:31 pm »
Hello

I've just upgraded from 2.1 to 2.3, and the first thing I've noticed is that my sound files are "clipping", making a kind of crackling/corrupting sound at the end. They are all .wav files.

It looks like a lot of stuff has changed in SFML 2.3, audio wise, has anyone else seen this issue?

Thanks
Ed

7
Window / Re: CreateContext/OpenGL question
« on: April 08, 2015, 04:22:16 pm »
Thanks for the answer :)

What does it have to do with SFML? Well, we use it all the time in our projects and the developer who wanted to know is writing a system that can overlays graphics on the game from an external process. He was having some "fun" with device contexts and stuff on various old hardware we have to support...

Also SFML forums are full of people with good knowledge, so makes sense to ask here first ;)

8
Window / CreateContext/OpenGL question
« on: April 08, 2015, 10:18:24 am »
Hi,

A bit of an odd question about OpenGL contexts from a developer I work with, can someone help?

"In some cases CreateContext() returns handles like 0x1000 but sometimes they are 0x2000. I do not understand what this means... is 0x2000 secondary contexts?!  - means any DC but the first digit - number of contexts created for this DC? so 0x3000(X) - the third context ...and so on...."

Many Thanks
Ed

9
General / SFML 2.2 & Windows XP
« on: April 01, 2015, 04:03:34 pm »
Hi

I'm having some problems with SFML 2.2 running on some crap old XP systems I have to support.
They're Radeon 4650 units with plenty of memory, but for some reason my app crashes immediately after opening a window. Windows 7/8 work fine.

Has anyone else experienced this?

I'll post a minimum example shortly...but literally, open a window, and boom...

Thanks
Ed

10
Audio / Re: SFML with no sound hardware
« on: November 12, 2014, 09:16:31 am »
Thanks for all the advice guys, some real help there :) I'm going to try and install a dummy audio device first and see what happens, if not, then I'll try stubbing out the sf::Audio stuff.

Thanks!

11
Audio / Re: SFML with no sound hardware
« on: November 11, 2014, 05:08:01 pm »
Yeah that's kind of the problem, I can't get a stack trace from this unit - it's not got any development tools on it, it is literally just a rack server PC running W7 Pro 64 bit, with a Radeon 5850 and that really is it.

12
Audio / Re: SFML with no sound hardware
« on: November 11, 2014, 04:32:30 pm »
It crashes when trying to create a new sf::Music instance. Plugging in some USB sound hardware fixes it, but that's not an option for a rack of 20 machines :D

We are using quite an old version of SFML (09/10/2011!) but will be updating to the latest in Jan 2015.
Such is legacy support for applications...

13
Audio / SFML with no sound hardware
« on: November 11, 2014, 04:08:11 pm »
Hi

OK, another crazy problem. I have a whole load of 2nd hand rack servers coming my way which I'll be using to do automated play-testing of games. Don't ask why...it's a long and painful story :(

Anyway, these units have no sound hardware at all. Starting the game will result in a crash as soon as sounds are initialised. So, how can I stop this happening?

Many Thanks

14
General / Re: VS2013 linker problems
« on: October 06, 2014, 05:31:43 pm »
Ah ha!

So adding gdi32.lib and advapi32.lib to my linker input worked - for some reason, even though gdi32.lib was already in the "inherited" area it didn't work....

Thanks for your help, game is now up and running :)

15
General / Re: VS2013 linker problems
« on: October 06, 2014, 05:06:58 pm »
Thanks for the link, seems quite a lot has changed since I last built SFML about 12 months ago! I have added all .lib files necessary, and now down to 8 errors....so what is missing?!

Error   5   error LNK2019: unresolved external symbol __imp__SwapBuffers@4 referenced in function "public: virtual void __thiscall sf::priv::WglContext::display(void)" (?display@WglContext@priv@sf@@UAEXXZ)   C:\Projects\game3\sfml-window-s-d.lib(WglContext.obj)

Error   4   error LNK2019: unresolved external symbol __imp__SetPixelFormat@12 referenced in function "private: void __thiscall sf::priv::WglContext::createContext(class sf::priv::WglContext *,unsigned int,struct sf::ContextSettings const &)"
(?createContext@WglContext@priv@sf@@AAEXPAV123@IABUContextSettings@3@@Z)   C:\Projects\game\sfml-window-s-d.lib(WglContext.obj)

Error   8   error LNK2019: unresolved external symbol __imp__RegQueryValueExW@24 referenced in function "class sf::String __cdecl `anonymous namespace'::getDeviceName(unsigned int,struct tagJOYCAPSW)" (?getDeviceName@?A0x53009e8c@@YA?AVString@sf@@IUtagJOYCAPSW@@@Z)   C:\Projects\game\sfml-window-s-d.lib(JoystickImpl.obj)

Error   7   error LNK2019: unresolved external symbol __imp__RegOpenKeyExW@20 referenced in function "class sf::String __cdecl `anonymous namespace'::getDeviceName(unsigned int,struct tagJOYCAPSW)" (?getDeviceName@?A0x53009e8c@@YA?AVString@sf@@IUtagJOYCAPSW@@@Z)   C:\Projects\game\sfml-window-s-d.lib(JoystickImpl.obj)

Error   6   error LNK2019: unresolved external symbol __imp__RegCloseKey@4 referenced in function "class sf::String __cdecl `anonymous namespace'::getDeviceName(unsigned int,struct tagJOYCAPSW)" (?getDeviceName@?A0x53009e8c@@YA?AVString@sf@@IUtagJOYCAPSW@@@Z)   C:\Projects\game\sfml-window-s-d.lib(JoystickImpl.obj)

Error   3   error LNK2019: unresolved external symbol __imp__DescribePixelFormat@16 referenced in function "private: void __thiscall sf::priv::WglContext::createContext(class sf::priv::WglContext *,unsigned int,struct sf::ContextSettings const &)" (?createContext@WglContext@priv@sf@@AAEXPAV123@IABUContextSettings@3@@Z)   C:\Projects\game\sfml-window-s-d.lib(WglContext.obj)

Error   2   error LNK2019: unresolved external symbol __imp__ChoosePixelFormat@8 referenced in function "private: void __thiscall sf::priv::WglContext::createContext(class sf::priv::WglContext *,unsigned int,struct sf::ContextSettings const &)" (?createContext@WglContext@priv@sf@@AAEXPAV123@IABUContextSettings@3@@Z)   C:\Projects\game\sfml-window-s-d.lib(WglContext.obj)


Here's all my .lib files:
C:\SFML\SFML21_031014\extlibs\libs-msvc\x86\freetype.lib
C:\SFML\SFML21_031014\extlibs\libs-msvc\x86\glew.lib
C:\SFML\SFML21_031014\extlibs\libs-msvc\x86\jpeg.lib
C:\SFML\SFML21_031014\extlibs\libs-msvc\x86\openal32.lib
C:\SFML\SFML21_031014\extlibs\libs-msvc\x86\sndfile.lib
C:\SFML\SFML21_031014\lib\debug\sfml-graphics-s-d.lib
C:\SFML\SFML21_031014\lib\debug\sfml-window-s-d.lib
C:\SFML\SFML21_031014\lib\debug\sfml-system-s-d.lib
C:\SFML\SFML21_031014\lib\debug\sfml-audio-s-d.lib
C:\SFML\SFML21_031014\lib\debug\sfml-main-d.lib
C:\SFML\SFML21_031014\lib\debug\sfml-network-s-d.lib
winmm.lib
opengl32.lib
ws2_32.lib
Kernel32.lib
User32.lib
kernel32.lib
user32.lib
gdi32.lib
winspool.lib
comdlg32.lib
advapi32.lib
shell32.lib
ole32.lib
oleaut32.lib
uuid.lib
odbc32.lib
odbccp32.lib

Thanks again :)

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