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 - wintertime

Pages: 1 2 3 [4] 5 6 ... 17
46
Graphics / Re: Drawing multiple sprites from same texture
« on: August 13, 2014, 12:09:59 am »
If you need it to be more efficient then you should use sf::VertexArray or make yourself an array containing sf::Vertex (shouldn't be difficult to calculate the positions of all vertices yourself), then draw that in one call.

47
General / Re: Game loop becomes unstable after ~5 seconds
« on: August 12, 2014, 11:46:04 am »
So you already know its wrong to use float for making time calculations, but still ask whats wrong? Never ever use float for times. If you cant help it use 64 bit ints or doubles, but the right way with SFML is to just only use sf::Time for all calculations and retrieve a number only at the last moment before you need one.
Reading the tutorial may be helpful: http://sfml-dev.org/tutorials/2.1/system-time.php

48
  • SFML was late to the party, compared to SDL.
  • Other libraries (SDL) have connections to the big players (e.g. Valve).
  • Some people just prefer a C API.
  • SFML doesn't support as many platforms as some would like.
  • SFML graphics' use of deprecated GL scares people.
  • SFML graphics' inefficient use of GL scares people.
  • SFML context management scares people.
  • SFML doesn't support core-only contexts.
  • SFML doesn't support raw input.
  • People want more frequent releases to convince them stuff is happening.
  • SFML doesn't support higher level features that some other libraries do.
  • Can't be changed, but if the new thing brings better features it can still get users.
  • Yeah, many things get adopted cause of marketing.
  • It is better for the newer competitor to find its own niche and if everyone else does C only its nice to have someone provide C++. The C binding SFML got is still there, but should not be the main project.
  • That seems to get improved now?
  • It looks so clean from outside, but if you look inside the box and get to know too much...
  • Maybe it would be a good idea to rewrite the graphics part to use only VBO and batch things internally someday.
  • Rip that hack out please and require people to create a context explicitely when needed.
  • Shouldn't be too hard to have this in the window part at least.
  • Some others dont have that too, but a few people will always nitpick for minor gains.
  • That important bugfixes get not released while some unrelated new feature is not ready is a constant annoyance for me, too. It would be so easy to keep a separate branch for bugfixes only for the latest release and merge it back into master regularly where new features can be experimented with. Then just put some tag on the bugfix branch if enough bugs or some annoying bug got fixed and recompile, announce for example 2.1.1.
  • People will always want more features without even knowing if they really need them or just cause of lazyness to include another library in their project. Then if some library gained too much bloat it will get abandoned for something that is more easy to understand. :)

49
Feature requests / Re: ability to use rotated images with setTextureRect
« on: August 08, 2014, 11:28:35 pm »
Why is this needed so much when in the end the output from rotating the texture coordinates would look the same as rotating the sprite? Some adjustment to client code would always be needed when using such a weird rotating texture packer.

50
Audio / Re: Can't play MP3s with <SFML/Audio>?
« on: July 31, 2014, 12:53:04 am »
Could be because the backslash characters start escape sequences like \Uxxxx, get translated by the compiler wrongly and then result in a runtime crash? You better use only forward slash inside a path (windows understands these, too) and if possible only use a relative path to an .ogg file.

51
General discussions / Re: SFMLEasy - Compile the lib quickly
« on: July 21, 2014, 12:45:37 am »
cmake-gui already does everything and gives you more choices, you can choose any compiler from the menu and set all paths and other settings. Additionally, when writing a 4 line .bat file would be sufficient requiring java is a bit much or?

52
You are never calling display() on the RenderTexture which probably causes your problem. I would also find it better if you used the clear() method instead of glClear().

53
Graphics / Re: Repeating texture question
« on: July 21, 2014, 12:21:13 am »
The second picture makes me think its just you doing it wrong by drawing 4 sprites of a size equal to the texture and then moving the texture rectangle such that they dont match.

I would instead use a single sprite that is twice as wide and long and convers the whole area, use setRepeated(true) on the texture, and then use setTextureRect to set a large texture rectangle such that you see the texture repeated more then once inside that single sprite (though it may look better if you instead use a rendertexture that is larger than the area you want to cover with the sprite and only show part of the texture).
If you are not half-drawing stars onto the edge of the rendertexture it should be looking right then.

54
General / Re: Removing the little console in the background?
« on: July 20, 2014, 12:20:33 pm »
I would double-check that you changed the setting for both Debug and Release mode.

55
You are probably copying that tileset class somewhere accidentally, because the compiler generates copy constructor and operator= if you forget to provide them.
Just declare a private copy constructor and operator= without providing a definition of it (add =delete if using C++11) to prevent that and recompile to see if/where it generates an error!

56
SFML game jam / Re: Game Submissions now open
« on: June 05, 2014, 12:09:30 pm »
I think people get deterred from your contest, because of some small but important things:
- There are many announcements, but most, not even the pinned thread contain no link to the contest website. People wont search everywhere for the URL.
- If people took the effort to search the whole forum for a link they cant read anything without having to register. While waiting for more theme suggestions there could be a list of already gotten suggestions to show activity. While the voting is going on you could show the list for all visitors and only require login for actually voting.
- There should be dates on the website for each step and possibly a countdown timer.

57
If you see an old frame the problem is most likely that under some circumstances you dont call Clear before calling Display.
Check that you dont have Display calls inside your Update/Draw, use a profiler to check if both are called the same number of times, then step through it with a debugger to see when it happens?

Btw., why are you calling Update twice?

58
Audio / Re: Audio crashes of exit
« on: May 12, 2014, 03:52:41 pm »
I vaguely remember this was a static double-destruction issue cause of some interaction of SFML and the audio library and did not get fixed cause of code design choices to hide the audio device and instead rely on consistent sequence of static destruction? So this wont be magically fixed completely on some newer OS, even though it accidentally shows its presence mostly just on XP.

59
Graphics / Re: RenderTexture implementation
« on: April 30, 2014, 08:20:25 pm »
Maybe you could make it use some ancient version of GLEW from before it supported the needed extension.

60
Feature requests / Re: Mipmapping for OpenGL texture creation?
« on: April 29, 2014, 11:23:14 pm »
It would be nice if people took a deeper look, rather sooner than later, at not only that pull-request, but also to the other related commits in the further branch of my fork. With the current spin up in activity and the changes for mobile I would get sad when it bitrots, as I made an effort to have it nicely integrated with fitting API that enables use of all mipmap-modes and writing some help text.

Btw, adding on loading of premade mipmaps would be a good addition later on.

Pages: 1 2 3 [4] 5 6 ... 17