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Messages - Zweistein

Pages: 1 [2]
16
SFML projects / Open Source top-down game - Warlock's Gauntlet
« on: October 26, 2010, 01:46:04 pm »
Amazing Mainmenu Background!

17
General / Linker error GLEW / Jpeg
« on: October 26, 2010, 01:44:51 pm »
I opened the Solution file in the 2008 directory and configured in the configuration manager to make everything 64bit. It worked instantly.

18
General / Linker error GLEW / Jpeg
« on: October 26, 2010, 01:46:07 am »
Hi,

I just reconfigured my pc, i compiled sfml2 for x64 static release and debug. Now i want to use it, but in my new project, which uses sfml2 i get tose linker errors:

1>------ Build started: Project: IMGUI, Configuration: Release x64 ------
1>Build started 26.10.2010 01:34:24.
1>InitializeBuildStatus:
1>  Touching "x64\Release\IMGUI.unsuccessfulbuild".
1>ClCompile:
1>  Renderer.cpp
1>sfml2-graphics-s.lib(Renderer.obj) : error LNK2001: unresolved external symbol __glewBlendFuncSeparateEXT
1>sfml2-graphics-s.lib(Renderer.obj) : error LNK2001: unresolved external symbol __GLEW_EXT_blend_func_separate
1>sfml2-graphics-s.lib(Renderer.obj) : error LNK2001: unresolved external symbol __glewUseProgramObjectARB
1>sfml2-graphics-s.lib(Shader.obj) : error LNK2001: unresolved external symbol __glewUseProgramObjectARB
1>sfml2-graphics-s.lib(Image.obj) : error LNK2001: unresolved external symbol __GLEW_ARB_texture_non_power_of_two
1>sfml2-graphics-s.lib(Shader.obj) : error LNK2001: unresolved external symbol __GLEW_ARB_fragment_shader
1>sfml2-graphics-s.lib(Shader.obj) : error LNK2001: unresolved external symbol __GLEW_ARB_vertex_shader
1>sfml2-graphics-s.lib(Shader.obj) : error LNK2001: unresolved external symbol __GLEW_ARB_shader_objects
1>sfml2-graphics-s.lib(Shader.obj) : error LNK2001: unresolved external symbol __GLEW_ARB_shading_language_100
1>sfml2-graphics-s.lib(Shader.obj) : error LNK2001: unresolved external symbol __glewUniform1fARB
1>sfml2-graphics-s.lib(Shader.obj) : error LNK2001: unresolved external symbol __glewGetUniformLocationARB
1>sfml2-graphics-s.lib(Shader.obj) : error LNK2001: unresolved external symbol __glewGetHandleARB
1>sfml2-graphics-s.lib(Shader.obj) : error LNK2001: unresolved external symbol __glewUniform2fARB
1>sfml2-graphics-s.lib(Shader.obj) : error LNK2001: unresolved external symbol __glewUniform3fARB
1>sfml2-graphics-s.lib(Shader.obj) : error LNK2001: unresolved external symbol __glewUniform4fARB
1>sfml2-graphics-s.lib(Shader.obj) : error LNK2001: unresolved external symbol __glewLinkProgramARB
1>sfml2-graphics-s.lib(Shader.obj) : error LNK2001: unresolved external symbol __glewAttachObjectARB
1>sfml2-graphics-s.lib(Shader.obj) : error LNK2001: unresolved external symbol __glewGetInfoLogARB
1>sfml2-graphics-s.lib(Shader.obj) : error LNK2001: unresolved external symbol __glewGetObjectParameterivARB
1>sfml2-graphics-s.lib(Shader.obj) : error LNK2001: unresolved external symbol __glewCompileShaderARB
1>sfml2-graphics-s.lib(Shader.obj) : error LNK2001: unresolved external symbol __glewShaderSourceARB
1>sfml2-graphics-s.lib(Shader.obj) : error LNK2001: unresolved external symbol __glewCreateShaderObjectARB
1>sfml2-graphics-s.lib(Shader.obj) : error LNK2001: unresolved external symbol __glewCreateProgramObjectARB
1>sfml2-graphics-s.lib(Shader.obj) : error LNK2001: unresolved external symbol __glewDeleteObjectARB
1>sfml2-graphics-s.lib(Shader.obj) : error LNK2001: unresolved external symbol __glewActiveTextureARB
1>sfml2-graphics-s.lib(Shader.obj) : error LNK2001: unresolved external symbol __glewUniform1iARB
1>sfml2-graphics-s.lib(GLCheck.obj) : error LNK2001: unresolved external symbol glewInit
1>sfml2-graphics-s.lib(ImageLoader.obj) : error LNK2001: unresolved external symbol jpeg_destroy_compress
1>sfml2-graphics-s.lib(ImageLoader.obj) : error LNK2001: unresolved external symbol jpeg_finish_compress
1>sfml2-graphics-s.lib(ImageLoader.obj) : error LNK2001: unresolved external symbol jpeg_write_scanlines
1>sfml2-graphics-s.lib(ImageLoader.obj) : error LNK2001: unresolved external symbol jpeg_start_compress
1>sfml2-graphics-s.lib(ImageLoader.obj) : error LNK2001: unresolved external symbol jpeg_set_quality
1>sfml2-graphics-s.lib(ImageLoader.obj) : error LNK2001: unresolved external symbol jpeg_set_defaults
1>sfml2-graphics-s.lib(ImageLoader.obj) : error LNK2001: unresolved external symbol jpeg_stdio_dest
1>sfml2-graphics-s.lib(ImageLoader.obj) : error LNK2001: unresolved external symbol jpeg_CreateCompress
1>sfml2-graphics-s.lib(ImageLoader.obj) : error LNK2001: unresolved external symbol jpeg_std_error
1>D:\CodingCpp\Projects\Dipl-Thurau\x64\Release\IMGUI.exe : fatal error LNK1120: 35 unresolved externals
1>
1>Build FAILED.
1>
1>Time Elapsed 00:00:02.87
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

19
System / sfml on 64bit archetecture
« on: September 13, 2010, 05:26:13 pm »
Quote
I use w7 64 bit so you should be good to go.

I guess you are using SFML in 32bit mode on a 64bit OS.
But can we use sfml as 64bit library? i guess i only have to recompile it for x64 architecture?

20
General / SFML 1.6 VS2010
« on: September 03, 2010, 02:46:44 pm »
thanks!

21
Graphics / What are some techniques to deal with screen resolutions?
« on: June 27, 2010, 02:42:42 pm »
You could also scale the sprites that you use. in 3d game it is just normal, because when you move to or away from some objects the textures always scale. for 2d games, the sprites look best, when their texturepixels fits to the monitor pixels, beause you dont need to filter.

But to support multiple resolutions, you would have to use different sizes of the texturesprites. You can per example use 3 resolutions and have all of your texturesprites in 3 resolutions available also. this would look best, because you dont need filtering.

Ont he other hand you can just create the texturesprites for the biggest supported resolution and then you scale down the images for lower resolutions. I wouldn t give bigger resolutions a bigger viewscreen, that would be unfair (specially in multiplayer).

If you biggest resolution would be 1680, you could choose that as your raster.

1680 / 1680 = 1. So 1 of your ingame-size (per example meter) = 1 pixel.
If your spite should be 25 meter, you would use a 25 pixel image.

On a 1024 Resolution however, you have the following values:
1024 / 1680 = 0.61. So 1 Meter is 0.6 Pixel in your game.
The 25 meter sprite is then 25 * 0.61 pixel ~= 15 Pixel. So you simply have to scale all you intern values by a factor of 0.61.

22
Graphics / Window coordinates
« on: June 20, 2010, 12:43:21 am »
Quote
XSpeed *= -1.0f;


So you get -50; +50; -50; +50....

Quote
cBall.Move(XSpeed * ElapsedTime, YSpeed * ElapsedTime);


So you move -50*ElapsedTime, +50*ElapsedTime, -50*ElapsedTime, ....

Quote
until I click the window and hold for 2-3 secs

ElapsedTime with be much higher in that moment, because it won t call the update Methods while clicking on the windowtitle.

23
General / Weird thing with Visual Studio
« on: June 15, 2010, 12:13:38 am »
come on, it was not bad for my first helping post :)

24
General / Weird thing with Visual Studio
« on: June 14, 2010, 10:53:27 pm »
I think it comes, when you try to copy a class, that is defined as not copyable.

Do you pass a Copy of a sf::Window Instance or from a sf::Window derived class as argument somewhere in Levels.cpp?

try using Pointers.

25
Feature requests / sf::Input.getKeys()
« on: June 14, 2010, 02:28:34 pm »
Ok, thanks for the answers.

Quote
But std::list is not, that's for sure.


Thanks for that Tipp, too. I dont understand when to use what container yet.

26
General / SFML2 and Visual Studio 2010
« on: June 12, 2010, 06:04:05 pm »
through you pragma comment the -s-d lib, why does he want a dll???

Try to put that specific dll in the project homedirectory. it should be where the *.sln file is.

27
Feature requests / sf::Input.getKeys()
« on: June 12, 2010, 05:53:59 pm »
Quote
Why can't you use bool sf::Input::IsKeyDown(sf::Key::Code key)? That function fits exactly your purpose. You don't even have to store an own array.


No, it doesnt exactly. Per Example i want to change from Game to GUI on pressing the Escape key. I wouldn t check that with "isKeyDown(sf::Key::Escape)", because then i would switch 60 times a Second from Game to GUI. So the User would have to Press the Key 1/60 Seconds long :)

But it would work with isKeyReleased(sf::Key::Escape), because this is true only once per Keyhit.

I can implement it for myself, but maybe its faster and easier to have it in SFML. My Implementation however looks that way:


Code: [Select]

void Input::refresh() {
m_KeyPresses.clear();
m_KeyReleases.clear();

while (m_Window.GetEvent(Event))
{
switch (Event.Type)
{
case sf::Event::KeyPressed:
m_KeyPresses.push_back(Event.Key.Code);
break;

case sf::Event::KeyReleased:
m_KeyReleases.push_back(Event.Key.Code);
break;
}
}
}

bool Input::isKeyPressed(const sf::Key::Code& _KeyCode)
{
for(std::list<sf::Key::Code>::iterator IT = m_KeyPresses.begin(); IT != m_KeyPresses.end(); IT++) if (*IT == _KeyCode) return true;
return false;
}

bool Input::isKeyReleased(const sf::Key::Code& _KeyCode)
{
for(std::list<sf::Key::Code>::iterator IT = m_KeyReleases.begin(); IT != m_KeyReleases.end(); IT++) if (*IT == _KeyCode) return true;
return false;
}

28
Feature requests / sf::Input.getKeys()
« on: June 12, 2010, 02:14:25 pm »
Quote
Have an array of bools that stores the key states from the previous frame


Yeah, thats why i would like to get the "myKeys" variable from the "Input" class. It is such an array.

29
Feature requests / sf::Input.getKeys()
« on: June 12, 2010, 02:10:04 am »
Hello,

I would like to have a function sf::Input.getKeys() like that:

Code: [Select]
bool[Key::Count] sf::Input Input::getKeys() {
 return myKeys;
}


The Problem is, that iw ould like to know if a Key was pressed in this frame. like an "OnPress" Event. With that function i could test the array in the current frame and in the last frame.

Maybe you can even add this to the library, so i dont have to program it on my own? Same would be with Mouseclicks.

bool Input::isKeyHold()
bool Input::isKeyPressed()
bool Input::isKeyReleased()

lg

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