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Messages - Rhimlock

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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.

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.

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.


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.

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.

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.


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

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.

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.

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

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"?

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.

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

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?

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.

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.

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