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 - Rhimlock

Pages: 1 [2] 3 4 5
16
General discussions / Re: SFML 3D logo
« on: August 18, 2015, 10:56:21 am »
I think the white should not be transparent, but rather be sticking out of the green part a little bit.

17
Graphics / Re: [Android] White Sprites
« on: August 14, 2015, 11:03:50 am »
Which Tablet is it?
As far as i know the 10" Galaxy Tab 3 has an Intel Atom inside, while the 7" and 8" are ARM.

18
SFML projects / Re: Let There Be Light 2
« on: July 16, 2015, 02:42:52 pm »
The textures are also in the github repository, where you found the quick start guide.

https://github.com/222464/LTBL2/tree/master/LTBL2/resources

19
SFML projects / Re: Let There Be Light 2
« on: July 10, 2015, 10:36:26 am »
I had the same problem.

The cause was Quadtree/quadtree (case sensitive). So i changed the include-tags and everything worked.

But that was a few month ago.

20
That would depend on the hardware you are using.

A few draw call wont be a problem so my suggesting woul be to split your tilemap into chuncks which are about the size auf your screen. At worst you would have 9 draw calls, which is as good as nothing.

You should just test for yourself to find a size fitting your needs.

21
Graphics / Re: Drawing sections of a vertex array
« on: June 29, 2015, 11:02:52 am »
You could just add 2 additional vertices with a transparent color in the gap.

Example:

Vertices  0 |  1 |  2 | 3 | 4 | 5
X-Coord -1 |  0 |  0 | 0 | 0 | 1
Y-Coord -1 | -1 | -1 | 1 | 1 | 1

22
Graphics / Re: How Can i draw a simple Concave Shape?
« on: June 03, 2015, 03:35:29 pm »
GetGlobalBounds() give you a Rect that contains your shape.
So it's corret when you get a collision in your second case.

You can use it for a simple collision detection and if you get a collision you would have to check in detail.

23
Graphics / Re: SetRotation() Sometimes causing Sprite to not draw.
« on: June 01, 2015, 10:46:41 am »
Is your switch-statement missing "case 0:"?

Check the values your are using to calculate your rotation.

24
Obviously several posts :P

I saw your posts about the source but never saw a reply from DarkRoku where he posted the source.
So I thought maybe i overlooked some detail.

At this point, I could just make a Lua game engine that is slower than his C++ implementation to disprove his hypothesis.  ;D


25
Am I missing something?
Where is the Lua-code?
How should someone be able to compare your implementations, when you just post the C++ code and say "Look, my Lua Game Engine is faster than C++/SFML"?

26
General / Re: Memory corruption error
« on: March 31, 2015, 12:42:55 pm »
I think your problem is

sf::Texture *texture = new sf::Texture();

You never destroy that texture.

Just set sf::Texture texture as a Member of Frame and I think you should be fine.

27
Graphics / Re: Checking if the mouse is on a sprite
« on: March 31, 2015, 12:11:02 pm »
Why do you want to convert sf::Rect<float> to simple float?

Just use
yourRect.contains(MousePosition) == bool

28
General / Re: Eclipse IDE Linux setup help
« on: March 25, 2015, 01:49:03 pm »
So your problem is to get Eclipse to build any C++ project or just to include and link SFML?

29
General / Re: Trying to adapt the TileMap example to a class
« on: February 16, 2015, 02:10:03 pm »
I would say that you should check your parameters for Planetary_surface::load.

Looks like your width might be set to 1.

30
General / Re: Is this going to cause performance issues?
« on: January 28, 2015, 11:20:27 am »
Why do you want to create a texture for each rect?

Just load the whole image into your texture and draw the needed rect with a sprite.
See setSubRect(...) in the sf::Sprite class.

Pages: 1 [2] 3 4 5
anything