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Messages - wintertime

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226
Window / Re: Duplicating main window output to second window
« on: October 23, 2013, 05:43:47 pm »
I'm sure you can directly copy the pixels from one framebuffer of a window to the frambuffer of another window or a texture. You would just have to program this yourself with OpenGL calls.
Some results of a quick search:
http://www.opengl.org/wiki/GLAPI/glBlitFramebuffer
http://www.gamedev.net/topic/461451-direct-copy-from-framebuffer-to-texture/

227
Feature requests / Re: Font Finder
« on: October 22, 2013, 04:35:12 pm »
That looks a bit too simplistic. If the user has to know the exact filename its not of much help as there would be a high chance of fail and users would have to include hundreds of alternative filenames in their project to try.
At minimum it should generate a list of all filenames and make the list available. Then as a further help do some clever string substitution/substring testing on the filenames to reduce the list and return a few halfway good choices(and exclude weird fonts like wingdings).
Ideally it would also read a few attributes from all the font files and then make a choice from some enums about monospace/serif/sansserif/handwriting/..., none/bold/italic/hollow/..., needed character ranges, character size, prefered file formats and/or a list of substrings the user puts in.

228
General / Re: Build fails; 'undefined reference to..'
« on: October 21, 2013, 11:24:19 pm »
I guess you mean 2.1, but did you get it from the SFML website? I think the SFML there is for gcc 4.7 and that could be a problem. The thread with the nightly builds is also for that version, but may get an update soon. http://en.sfml-dev.org/forums/index.php?topic=9513.0
I would try with the TDM MinGW 4.7.1 again and get the corresponding other SFML package from the nightly thread.
(Or try downgrading with the MinGW downloader thingy if you feel adventurous.)
(Or you could compile SFML yourself from the git version, but that needs cmake.)

229
Audio / Re: Audio crashes of exit
« on: October 21, 2013, 11:14:47 pm »
Is there any news on this issue meanwhile? :(

230
General / Re: Build fails; 'undefined reference to..'
« on: October 21, 2013, 11:06:26 pm »
Can you tell the exact version of MinGW you are using atm and where/which SFML package you downloaded?

231
General / Re: Build fails; 'undefined reference to..'
« on: October 21, 2013, 10:43:41 pm »
I just felt like there was a need for the click by click DAU guide, who knows on which tiny detail new people make a mistake. Maybe someone isn'n clicking the treeview at the right moment and sets only Release mode up and then compiles in Debug mode, maybe they add one of the libraries too high/low on the list, maybe someone forgets to set up the library search path. :)

232
General / Re: Build fails; 'undefined reference to..'
« on: October 21, 2013, 10:27:15 pm »
I can't believe how many people ask about project settings here, I hope more than one profits from my effort of writing this.

1. set up code::blocks to remember the dir so you dont need to change all project files if you decide on putting SFML somewhere else
- open c::b
- go to "settings" menu -> "global variables"
- click the lower "new" button
- type in "sfml" (without "")
- click the base field
- type in "C:\SFML"  (without "") or whatever directory you put it
- click close

2. set up your project search directories
- have the project open
- rightclick the project name
- click "Build options"
- click your project name in the treeview at left to select options for all builds in the project
- click "Search directories" tab
- click "Compiler" subtab if not already choosen
- click "add" button
- type in "$(#sfml.include)" (without "")
- click "ok"
- click "Linker" subtab
- click "add" button
- type in "$(#sfml.lib)" (without "")
- click "ok"
3. set up the names of the actual library files
- you still need to be in the "Build options" dialog
- click the "Linker settings" tab
- click on "Release" in the treeview at the left
- click "add" button, type in "sfml-network" (without ""), click ok
- repeat last step several times and add "sfml-audio", "sfml-graphics", "sfml-window", "sfml-system", "opengl32" (without "") in the same order as written here
- click on "Debug" in the treeview at the left
- use the "add" button like above to fill in "sfml-network-d","sfml-audio-d", "sfml-graphics-d", "sfml-window-d", "sfml-system-d", "opengl32" (without "")
- click "OK" to close the "Build options" dialog
4. save your updated project
- click "File" menu
- click "Save project"
5. done 8)
- if it is still not working check that you actually put the SFML-version compatible to the version of MinGW you are currently using in the directory you set up and :-[

233
General discussions / Re: Android/iOS "Soon"
« on: October 20, 2013, 08:06:21 pm »
As you are talking already about those LGPL libraries and the licensing complications here; I read the LGPL, but didn't really understand all the legalese, still I guess one would have to include a file with the text of the license and also source code of these libraries. I didn't see these things in the SFML github although the dll files are in there which confuses me?

234
Graphics / Re: Performance implications of global scale
« on: October 20, 2013, 04:32:38 pm »
If the window gets resized or the texture may be scaled down to less than 50% there should be some gain from having mipmaps even in 2D. Of course thats not very often and ideally the image files should be generated at compile time from the source images at the most appropriate size, which means people can live without mipmaps.
I also fear that activating GL_GENERATE_MIPMAP or using glGenerateMipmap would result in gamma-incorrect mipmaps.

235
Graphics / Re: Performance implications of global scale
« on: October 20, 2013, 11:48:55 am »
Wouldn't that depend on if SFML internally sets the textures to use mipmaps? Btw., does it?

236
Audio / Re: Abusing SoundBuffer for file conversion
« on: October 19, 2013, 12:29:11 pm »
Thank you, that spares me of having to look for some new utility that understands .flac, after I spend too much time already searching for suitable asset files like fonts and music. :)

237
Audio / Abusing SoundBuffer for file conversion
« on: October 19, 2013, 01:30:32 am »
I just want to make sure that using a quick Ruby script like this is a sensible thing to do and I'm not doing something very wrong.
require 'sfml/audio'
include SFML

fn_in=ARGV[0]+'.flac'
fn_out=ARGV[0]+'.ogg'

sb=SoundBuffer.new
sb.loadFromFile fn_in
sb.saveToFile fn_out
 
What got me a little nervous was that converting some 5MB .wav files with some other program produced nearly 1MB .ogg files and a script like above produced files at about half the size.
Now I know there is most likely just a different encoding quality, though I could not hear a difference and I'm happy about the reduced size from that little experiment with the script. Just to be sure, there are no obvious shortcuts taken like reducing stereo to mono, right?

238
SFML website / Re: stylesheet br0ken in some browsers
« on: October 18, 2013, 08:34:11 pm »
I'm sure programmers who found out about SFML are a bit more inclined to have a non-broken browser installed than casual websurfers.
Also on that map you linked its mostly just a single country which blocks half of the net anyway?

239
Feature requests / Re: Font Finder
« on: October 18, 2013, 12:41:07 pm »
Yes, I'm already including a font file, it's just I think this would still be a nice addition to SFML. ;)

240
Feature requests / Font Finder
« on: October 18, 2013, 12:27:22 pm »
I'm sure you fear reading that someone wants the default font back, again; but I do not as there were reasons for removing it. :)

Now there is still something lacking: you pretty much have to include a font file in your project, because its difficult to in a crossplatform way find some preinstalled font, which all systems should have.

A good first step would be a function that only finds out the directory where font files are stored and returns a string containing the path, for example "C:/WINDOWS/Fonts/". I think there would be some way available to find that out on all OS, as other programs can do that, too. If that gives no security concern it could help people already a little if they want to try loading some random or less random font from there, otherwise hide it inside the second part.

This second step would be to base a class thats the equivalent of sf::VideoMode for font files on that foundation and give only a few common options like getting some monospace or serif or sans serif or handwriting or ... font, maybe also add the font attributes to choose a premade normal, bold, italic, ... font. This class could then have a method to return a filename to be fed to the font class or maybe just also add another constructor to sf::Font to take advantage of information the font finder class internally collected already.

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