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Messages - Meltra Bour

Pages: 1 [2]
General / Newbie Help
« on: August 28, 2009, 12:40:51 am »
hehe thought so, was to busy (lazy) to try it out ...
Never thought about trying to compile with out those 2 before  :mrgreen:

General / Newbie Help
« on: August 27, 2009, 09:14:42 pm »
You also need to link sfml-window-d.lib and sfml-system-d.lib.

Lol now I feel like a noob, not sure if you actually need system for that tutorial, but I"m sure you need window to open up the window and manage key events :p

Window / Possible to embed a rendering window inside a window
« on: August 26, 2009, 08:29:28 am »
Aldo it would be easier and more efective using QT (or wxWidgets), you could also make your own gui in sfml and use views to create the different maps ....

We used the views for our first editor but atm we are switching to qt to manage/edit texture maps, scripts, shaders and so on ...

Graphics / HELP
« on: August 24, 2009, 01:59:27 am »
Try adding "./" in front of the file sting and make sure all capitals/lower cases are correct.
Unlike windows, Linux is case sensitive when it comes to locating files.

SFML projects / Orx - 2D-oriented, data-driven game engine
« on: August 22, 2009, 09:15:38 am »
Site still down ... but

Downloaded the tutorials and had a glance at the code and I must say it all looks very nice. The particle demo (spawner)  looked interesting, a specialty if you flip true them and come to the one that made the particles collide with the rotating logo  :!:

Window / [MAC] Unwanted Alert Sound playing when pressing ESCAPE
« on: August 16, 2009, 09:27:30 am »
I had a similar problem while running tutorials on a linux, my conclusion back then was ...

App.Close(); destroys the openGL context, so in your main loop you first destroy openGL and then you start making openGL calls.

Ether break out of the while loop right after calling App.Close() or
work with a boolean to keep the loop active and move App.Close() to a nice spot after the while loop.

*cross fingers* :P

General / FPS cut in half on Windows 7
« on: August 15, 2009, 08:12:41 am »
I noticed the same on both vista and windows 7.

I'm guessing that this is because these new versions of windows os don't have *true* opengl by default. By default everything is emulated to directX calls and that is slowing down the rendering alot ... I have no clue about other gfx cards but both nvidia and ati fixed the problem by providing true opengl support with there drivers ... I have not done any testing on how to compile/link on those os's but I'm guessing the old openGL32 thing is out now.

Nicely done, its looking relay nice now. To bad I was told to stay away from sf::string and the likes. :roll:

Graphics / upside-down textures in OpenGL
« on: August 10, 2009, 10:25:41 am »
I just ran in to this texture problem as well ... Images are not the only problem, fonts seem to have the same problem ... loading ttf files puts them upside down it seems the whole of sfml follows left-top as standard ... witch is fun ... I like to confuse people so  :P

Good thing that I don't need collision detection on text ...
Code: [Select]

glRotatef(180.0, 1.0, 0.0, 0.0);    // Silly sfml font ... flip it up side down

any way a bump, giving people a option to flip textures and fonts around would be appreciated. one vote for sf::Image::flip() and sf::Font::flip()

and euh I have no clue about standards but the way I learned it for opengl has always been bottom-left.

First small steps, I'm a bit of a c++ newby but ...

The thing I was missing was a font manager, it seems you create a new instance of sf::Font for every object in the gui. It feels like this is a bit of a waist on resources, using a manager to spread one instance over several objects would speed up loading and reduce memory usage. Or is my newby mind playing trick on me ?

General discussions / sf::string Vertex Array ?
« on: August 09, 2009, 10:59:20 pm »
cool, I looked around but all I could fined was a canceled job in the roadmap   8)

General discussions / sf::string Vertex Array ?
« on: August 09, 2009, 07:15:57 pm »
so I'm looking at the stuff needed to build a gui in to my little engine and I was wondering way sf::string did not use a vertex array to reduce the amount of openGL calls. I can see way this of little use when rendering spirits and the likes but ... ?

vertex array are openGL 1.1 so they are supported on almost all hardware that I can think off or ? If I'm right sfml aims to be 1.2 minimum ?

just a random thought/question  :lol:

Thx to both, was fun reading true the code, gui elements like those where somewhere on my todo list this puched it right up to the top. I have never been a fan of xml files so I'm glad to see the right lib with the right license. so thx for the time saver and thx for the learning xp lokk ...

I'l be integrating the code in to our little engine over the coming week so I'l keep you posted on how it works out 8)

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