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Messages - Rhimlock

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SFML projects / Re: OO Sprite Batch
« on: January 22, 2015, 10:08:03 am »
I think you missunderstood me.

SpriteBatch has a std::vector<sf::Vertex>

Sprite has Pointers to the vertices in SpriteBatch with std::vector<sf::Vertex *>.

So if SpriteBatch should reallocate its vertices, the Pointer in Sprite won't be valid anymore.

Please correct me if I got it wrong.

But I didn't see, that he won't add elements to his SpriteBatch-Vector if a certain size is reached (in which case he will just return an nullptr). So the Pointers in the return will stay valid.

std::array<sf::Vertex*, 4> SpriteBatch::addSprite()
if((spriteNum + 1) * 4 <= vertices.size())
unsigned int s = spriteNum * 4;
return {&vertices[s], &vertices[s + 1], &vertices[s + 2], &vertices[s + 3]};
return {nullptr};

SFML projects / Re: OO Sprite Batch
« on: January 21, 2015, 03:06:02 pm »
I think you might have a problem with invalid pointers in certain situations.

You use:
vertices = batch.addSprite();
where vertices ist a vector<sf::Vertex *>.

But if your Vertex-vector in SpriteBatch gets reallocated because it grows to big, your Pointers in the Sprite wont be valid anymore.

Nice video.

In my current project, I'm storing my entities in a heap (vector of unique_ptr).

Storing the entities cintiguously sounds interesting. but I'm wondering if sorting the atoms, marks etc. might turn out to be more inefficient than using a heap.

What if you don't delete the dead entities, but keep track of their index in a vector and just overwrite them, when you create new entities. That way each entity would keep its index.

General / Re: SFML 2.1 doesn't receive events
« on: November 20, 2014, 04:14:21 pm »
How do you check, if the program even gets to the "inputManager->Update()" line?

AFAIK yor renderWindows needs the Focus the get your Events.
So if you are debugging in your IDE, your renderWindow won't get any events.

If by "grid" you mean a map, you should take a look at the tilemap-example:


(tough it will ne adjustments to handle changes)

Graphics / Re: RenderTarget - Multiply mode?
« on: August 20, 2014, 02:58:10 pm »

RenderTexture.draw - draws to the RenderTexture
RenderWindow.draw - draws to the RenderWindow

Don't forget to call RenderTexture.display(), after you draw everything to your RenderTexture.

SFML website / Re: Youtube embedded videos not working
« on: July 30, 2014, 10:59:03 am »
As far as I know, not all videos on YouTube support HTML5.
Some of them still require Flash.

As far as I know. GLSL throws away unused variables.
So even if you have a variable in your shader-source, it might be missing at runtime, if it is not used.

Graphics / Re: Using View and TextureRect: pixel line glitch
« on: May 20, 2014, 04:41:42 pm »
Your texture is smoothed.

Disable it by using

Graphics / Re: Strange behavior when I draw a chequered design
« on: April 24, 2014, 01:13:45 pm »
So you don't handle that event in your code?

Graphics / Re: Strange behavior when I draw a chequered design
« on: April 24, 2014, 12:46:12 pm »
What do you do, when you resize your window?

General / Re: Flickering
« on: April 24, 2014, 09:46:09 am »
world.Step(1.0f / 60.0f, 3, 3);
does not help.
I understand that the processing speed in Box2D and the problems SFML.
Here's what will happen if to do so
world.Step(0.5f / 60.0f, 3, 3);

I meant to use a clock, to get the exact time elapsed, not just to use another hardcoded timestep.

Something like this:
sf::Clock clock;
   world.Step(clock.restart().getElapsedTime().asSeconds(), 3, 3);

General / Re: Flickering
« on: April 23, 2014, 02:48:51 pm »
world.Step(1.0f / 60.0f, 3, 3);

You use 1/60 as your hardcoded timestep.

So when your step doesn't need exactly 1/60 seconds you might get your flickering.

Try to fix your timesteps and see if the flickering is gone.

SFML projects / Re: The 8-Bit Encounter
« on: April 15, 2014, 11:28:00 am »
Thanks. The art used in the game comes from various sources on the Internet (I did modify the colors a bit though), so kudos to the artists who decided to release their work under the CC license.

I don't want to be picky, but at least the caracters are part of the Liberated Pixel Cup at OpenGameArt.org
And the Creator marked them as CC-BY-SA license, so you should name the Author accordingly.

Graphics / Re: How to draw a single pixel?
« on: March 25, 2014, 04:21:37 pm »
You could use a VertexArray of Points.

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