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Messages - Wurstinator

Pages: 1 [2] 3
16
General / SFML does not show windows on x64
« on: March 08, 2011, 12:50:51 pm »
@ devlin: No, since I didn't have time to work on my project in the last time.
To be honest, I don't even know how to use static libraries.

/edit:
It seems that someone has found a workaround: http://mars-game.sourceforge.net/?p=768#more-768

17
General / SFML does not show windows on x64
« on: March 08, 2011, 01:11:02 am »
Hi,
it seems like my computer doesn't want me to uninstall Catalyst so I'll have to wait for your fix :)

Any plans already when it's going to be released? I wanted to continue my project next month, so, just asking.

18
General / SFML does not show windows on x64
« on: February 10, 2011, 11:18:57 pm »
Are you also planning to release that fix for SFML 1.6?

19
General / SFML does not show windows on x64
« on: February 06, 2011, 06:28:28 pm »
And what drivers do I have to install?

20
General / SFML does not show windows on x64
« on: February 06, 2011, 12:51:09 am »
Hi,
I started using Windows 7 64 bit some weeks ago and since then SFML projects won't work. Not only my own projects but also those which I downloaded.
The console windows shows up but after that nothing happens anymore.

21
Graphics / Image Destructor -> Crash
« on: January 16, 2011, 07:48:06 pm »
So I have to put it like this?
-lsfml-audio
-lsfml-system
-lsfml-window
-lsfml-graphics

22
Graphics / Image Destructor -> Crash
« on: January 14, 2011, 04:50:18 pm »
I hope so :/

Are that the "Linker Settings":
-lsfml-audio
-lsfml-window
-lsfml-graphics
-lsfml-system
?

23
Graphics / Image Destructor -> Crash
« on: January 13, 2011, 10:26:15 pm »
Hi,
I'm using Code::Blocks. You know, you can choose between "Debug" and "Release" when compiling a project and if you choose the first, there will be a console window for debugging purposes.
When I close my project the normal way (with exit or ending the main() method) everything works fine.
But when I close the debugging console of Code::Blocks, Windows gives me an error. The Debugger says the following:
#0 5F0D530E   glDeleteTextures() (C:\WINDOWS\system32\opengl32.dll:??)
#1 6871CF5C   sf::Image::~Image() (C:\WINDOWS\system32\sfml-graphics.dll:??)
#2 00404357   __tcf_2() (D:\Programme\CodeBlocks\Projects\Shooter\spriteset.cpp:6)
#3 77C09E24   msvcrt!_initterm() (C:\WINDOWS\system32\msvcrt.dll:??)
#4 77C09EC5   msvcrt!_cexit() (C:\WINDOWS\system32\msvcrt.dll:??)
#5 00000000   0x00000000 in ??() (??:??)

I'm using SFML 1.6.

24
Graphics / PostFX for
« on: December 19, 2010, 08:52:17 pm »
It seems that my GPU is too old :/
Well, seems like I have to find another solution.

25
Graphics / PostFX for
« on: December 19, 2010, 05:06:52 pm »
Hi,
I'm using SFML 1.6.
Is there a way to use a "for" loop inside the shader file?

26
Feature requests / 1.6 Shaders
« on: September 01, 2010, 05:36:06 pm »
Okay.
But when this is, what PostFx did, why did you remove PostFx? It would be easier to use and it would probide better downward compatibility. Just a suggestion ;)

27
Feature requests / 1.6 Shaders
« on: August 29, 2010, 06:34:04 pm »
I only see one way: creating a RenderImage and drawing everything onto it.
But as I said, this needs some time, doesn't it?

For example, if you have an action RPG you may want to do something like this:

-Draw Map
-Draw Player, Enemies and other NPCs
-Apply a sepia shader, because this scene is set in the past
-Apply a blur shader, because you are nearly dead and this effect shall simulate that
-Draw HUD

You would have to do this, to reach your goal:

-Create RenderImage
-Draw Map, Player, Enemies ...
-Create another RenderImage
-Draw the first RenderImage onto the second
-Draw the second RenderImage onto the window
-Draw HUD

I don't know much about OpenGL but doesn't it take time to create (FPS = 60, Resolution = 800x600) 120 800x600 textures each second?

28
Feature requests / 1.6 Shaders
« on: August 23, 2010, 04:19:18 pm »
Hi,
this probably has been requested before but I didn't found something while flipping through this subforum.

In SFML 1.6 you can use App.Draw(Shader) also corresponding to a single Sprite/Shape/String. But as I read once in another topic, in 2.0 you can only use App.Draw(Drawable, Shader). So applying a Shader to the full screen or two or more shaders at once would be a big problem. You would have to create a new image each time which would cause in lag.

So my request (well, more a question) is: Is it possible to bring this feature back?

29
Graphics / Sprite is drawn as a rect
« on: August 12, 2010, 09:51:29 pm »
Oh, ok. I forgot that assigning values to an array also copies the objects.

(I'm one of these "n00bz" in C++ ;)

30
Graphics / Sprite is drawn as a rect
« on: August 12, 2010, 04:50:56 pm »
Quote
As soon as you copy an image (which is what you do)

:shock: In what method?

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