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Messages - Dominator

Pages: 1 [2] 3
16
General / Performance within VirtualBox
« on: December 10, 2009, 02:37:14 pm »
Can you confirm that OpenGL is working correctly in the VM, kullerhamPster?

Because with Win7 x64 as host, I don't get hardware accelerated OpenGL in the Ubuntu guest.

SFML apps run really slow in software rendering mode.
I for example get only about 10 fps when simply drawing a square each frame.

For me it works fine with WinXP as host though.

17
General discussions / New unicode / string / text handling in SFML 2
« on: November 26, 2009, 12:53:48 pm »
I'm using VS2008 and trying to recompile SFML2-SVN, but the linker  complains about unresolved external symbols regarding sf::String in csfml-network.

The other projects compiled fine though.

18
DotNet / Problem with diagonal lines
« on: November 22, 2009, 03:26:13 pm »
Thanks! I can't see any artifacts (yet :wink: ) in my program, so it seems to work fine for me.

19
DotNet / Problem with diagonal lines
« on: November 22, 2009, 03:12:49 pm »
What kind of artifacts does it fix?
Is my program affected if I only use 2D stuff like Shape and String2D?

Do you think you can get this fixed in the near future?
Anyway, please tell me how to disable it.

20
DotNet / Problem with diagonal lines
« on: November 22, 2009, 01:46:17 pm »
Any progress so far?

21
DotNet / Crash occur after closing window
« on: November 15, 2009, 02:27:25 pm »
You are right, it doesn't (visibly?) crash when it runs outside of the debugger.

My workaround looks like this:
Code: [Select]
if (Debugger.IsAttached)
   Process.GetCurrentProcess().Kill();


So it only gets killed when run in the debugger.

Why does it crash in the debugger? Will there ever be a fix for this?

22
DotNet / Crash occur after closing window
« on: November 14, 2009, 11:55:40 pm »
Is this considered as fixed in the latest SVN?
It's still crashing for me when I pass a font directly to the String2D contructor.

23
Window / Event
« on: November 14, 2009, 10:49:17 pm »
You have to put the event loop in the main loop. I'd do it like this:

Code: [Select]

  while (Running && App.IsOpened()) //main loop
  {
     App.Display();

     while (App.GetEvent(Event)) //event loop
     {
        //handle events
     }
  }


You should acquire some basic knowledge in programming first, loops are very fundamental.

24
DotNet / Problem with diagonal lines
« on: November 14, 2009, 02:27:24 am »
Hi!

I'm using the latest SFML2-SVN with C# and encountered a problem when I tried to draw diagonal lines with Shape.Line().

It won't show the line when the thickness is set to 1.0f.
When I set it to 2.0f it's shown, but - like expected - double the size.

I tried to find a value that resembles 1.0f thickness, but it varies with the position and angle, so there is no safe way to get the right thickness.

If I for example want to draw a line from the upper left to the lower right corner of a 200x50 px rectangle, the line will look alright starting from a value of 1.03077f.


25
Feature requests / Good old sf::View methods
« on: October 19, 2009, 09:49:14 pm »
Accessing View.Rotation causes an EntryPointNotFoundException in .NET.
I didn't investigate any further yet - maybe the export is missing?
I just wanted you to know in case you didn't already.  :wink:

26
General discussions / Automatic batching in sfml2 branch
« on: October 18, 2009, 02:38:30 pm »
Nevermind, I found the problem.  :wink:

First I used Flush() because of the lack of the Display() method.
Then I added Display() right after Flush(), but it still didn't seem to work correctly.
Now by replacing Flush() with Display() everything works - no more black images and sprites aren't flipped.  :D

Thanks for your effort and keep up the good work!

27
General discussions / Automatic batching in sfml2 branch
« on: October 18, 2009, 01:56:40 pm »
Oh, I see. So what's the .Display() method needed for and why turn RenderImages black each frame? It would be nice to be able to keep some pre-rendered images in memory. I tried to copy the RenderImage.Image to a new Image, but then it's just black.

Also the Sprite resulting from an RenderImage is upside down and I have to call Sprite.FlipY() before drawing the Sprite on the screen.

28
General discussions / Automatic batching in sfml2 branch
« on: October 18, 2009, 01:36:07 pm »
Thanks! But I still can't seem to get it to work properly.

The RenderImage won't show on the screen after calling Display().
Are there any usage examples?

I've worked around this by loading RenderImage.Image in a Sprite and displaying that instead, but I have to redraw all the contents of the RenderImage every frame or else it turns black.
Is this behavior intended?

Example main loop:
Code: [Select]

...
RenderImage ri = new RenderImage(200, 100);
Sprite spr = new Sprite();
Shape rect = Shape.Rectangle(new Vector2(1, 1), new Vector2(199, 99), Color.White, 1, Color.Black);

while(app.IsOpened())
{
  app.Clear(Color.Blue);

  //has to be done every frame or else it turns black
  ri.Draw(rect);
  ri.Flush();

  //Display() won't work - wrong place to call it?
  //ri.Display();

  //workaround with a sprite
  spr.Image = ri.Image;
  app.Draw(spr);

  app.Display();
 
  app.DispatchEvents();
}
...

29
General discussions / Re: Automatic batching in sfml2 branch
« on: October 17, 2009, 09:08:51 pm »
Quote from: "Laurent"

- RenderImage must now call Display() like RenderWindow


How does RenderImage work in .NET? It's lacking a Display() method.

30
Graphics / SetFramerateLimit problem
« on: July 09, 2009, 03:28:08 pm »
It works correctly on a different computer.

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