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Messages - Svenstaro

Pages: 1 ... 13 14 [15]
211
Graphics / Odd problem with a Sprite or Image
« on: March 26, 2010, 01:18:16 am »
Memory slicing occurs. Test class 2 has member data for its image and sprite. However, when Test class 1 creates Test class 2, it goes out of scope and all that remains is the drawable sprite. You have to save the image to some place in Class 1 as well. You are only saving the sprite (to the vector)!
The image never enters the vector.

212
General discussions / SFML 1.6 released soon
« on: March 25, 2010, 07:40:20 pm »
Out of curiosity, will we be seeing a Mac-release this time again? From the forums it doesn't appear as though a new Mac maintainer has been found.

213
Window / Fully transparent window with only SFML drawings?
« on: March 21, 2010, 08:42:30 pm »
Awesome, thanks a lot. Looks like I'll be switching to SFML 2 in a few minutes :).

214
Window / Fully transparent window with only SFML drawings?
« on: March 21, 2010, 08:29:52 pm »
Is that feature usable in SFML 2 already? Can I render to the RenderImage and keep its background fully transparent?

215
Window / Fully transparent window with only SFML drawings?
« on: March 21, 2010, 07:32:20 pm »
Would I have to use to use SFML 2 in order to render to an image directly without having to render to a (hidden?) window first and then retrieving the sf::Image?

Or rather, is it possible to render to image without using a SFML window in SFML 1.5?

216
Window / Fully transparent window with only SFML drawings?
« on: March 21, 2010, 02:45:09 pm »
Yup, I wanted to do the fake transparency using a subrect of a full screen shot and thus I used Qt for it.

Now basically I just need to get my images from SFML into the QImage format without losing transparency. Could you help me? I still haven't figured out which of the constructors of QImage I should use how in order to load the sf::Image structure.

217
Window / Fully transparent window with only SFML drawings?
« on: March 20, 2010, 06:25:30 pm »
Further research has shown that QImage can be constructed from a memory location. I thought I could use sf::Image's .GetPixelPtr() but so far I failed to find the right parameters for QImage (http://doc.trolltech.com/4.6/qimage.html) to make it load correctly.

Would this even be a fast enough way to transfer the images between Qt and SFML to play back a fluent animation?

218
Window / Fully transparent window with only SFML drawings?
« on: March 20, 2010, 05:55:24 pm »
Hi,

I'm aware this question has been asked before but it has not been solved. I looked into this quite a bit and it turns out that this is a complex problem after all. I "only" want to have a fully transparent window with per-pixel alpha SFML drawings on top. I also aware that this is a non-trivial task. I settled on using Qt and SFML in combination to get the best odds in solving this.

Basically, I figured I'll want two codepaths for my window-less application:

Path 1 is without a compositing window manager (No Kwin, Aero or Compiz active). It will just take a screenshot at the beginning using Qt since SFML can't do that for me yet, sadly (hint, hint), and put it as the window background with the correct subrect. This works and obviously is sub-optimal.

Path 2 is the part I'm struggling with. I'd like to make use of an available desktop compositor as many modern desktops are running one. This will save me from the screenshotting but presents me with other problems. SFML can't make a transparent window and thus I used Qt with the window attributes Qt::WA_NoSystemBackground and Qt::WA_TranslucentBackground. This works (the window is transparent when a compositor is active) but this is also the place where I'm struggling.

I now need to get my SFML data into Qt somehow draw it on top. Or can I directly use the SFML canvas trick from the tutorials and somehow make it transparent? Clear() can't clear to alpha.

Help :D

219
General discussions / SFML 1.6 released soon
« on: March 20, 2010, 04:59:39 pm »
Looking forward to 1.6 :)

220
Network / Proper UDP communication questions
« on: January 20, 2010, 10:04:59 pm »
So, any help? :)

221
Network / Proper UDP communication questions
« on: January 07, 2010, 06:29:43 pm »
Hey there,

I'd like to use UDP for my game in favor of TCP but I hit some roadblocks and like to ask questions about those here.

First, how would I use selectors with UDP since I have no connected selection between server and client which can determine which packages to get. Do selectors in UDP even make sense?

Then, how can I have easy two-way communication using UDP? To my understanding, I need open, bound and forwarded ports on both sides which is inconvenient for Internet play. How do others solve this problem with UDP?

Thanks in advance.

222
It appears you forgot to add
Code: [Select]
#include <stdexcept> to cpGUI_base.h and cpGUI.h. Did nobody else notice?

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