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Messages - MrDoomMaster

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16
General discussions / Adding SFML vs2008 projects to my solution...
« on: January 31, 2008, 06:04:52 pm »
Quote from: "Laurent"
Sometimes I revert some changes, or do more modifications to a validated feature. I think you will just waste your time always trying to stick to the latest source

That's what branches are designed for in SVN. Yes, the trunk is the development branch and is *potentially* unstable, but by no means should it be unstable on purpose. When you're testing a feature or doing experimentation, you do this on a branch. When you're comfortable with the feature-set and stability, you merge it to the trunk. This is how SVN was designed.

In any case, I'm not trying to change the way you work. Your library is great, and free, so I am no where near the point of complaining or being dissatisfied. Given the unstable condition of the trunk (I had assumed it was somewhat stable), I'll remove the external link and use a release build.

Also, another reason why I link to your subversion development branch is to save space on my own SVN server. I do the same with the boost library (which is, needless to say, substantially larger in terms of bytes than SFML).

Quote from: "Laurent"
I'm definitively not going to do that. Gathering every module in one library is exactly what I want to avoid ;)

I completely agree. In fact, now that I look back on it, I can't believe I even suggested it. Bad me, bad! I suppose I was just desperate.

In any case, building the SFML solution via a pre-build event in my project worked out beautifully. However, there are no "custom clean events" in Visual Studio 9 (nor any earlier version), so I can't really clean the project when I clean my solution. However that is negligible.

Thanks for your feedback!

17
General discussions / Adding SFML vs2008 projects to my solution...
« on: January 29, 2008, 10:47:46 pm »
Quote from: "Laurent"
Do you really need to build SFML each time you build your project ? Can't you just rebuild it after major changes, or when you really need a new feature that has been added ?

I don't build it every time I build my project. What happens is this: If I do an SVN update and I get code changes for SFML, then the next time I build my project it will automatically compile only the SFML source files that have changed, thus updating the libraries. This would happen before my actual project is compiled, as I would make my project depend on your SFML projects. This ensures my project is built last.

If the source is not changed, then the SFML projects will be skipped and take up no processing time as they do not need to be recompiled. Visual Studio takes care of this for you.

Quote from: "Laurent"
By the way, did you already try to add the 6 SFML projects to your solution ? I think the dependencies are handled externally, so that it can remain even when I update the project files. Just give it a try.

I don't know what you mean by "externally". Whatever the case, the solution files keep track of project dependencies. So SFML.sln is the file that knows about what projects depend on what projects. Since I cannot add a solution to my solution, I cannot carry-over the dependency information.

If you were to make the SFML solution just 1 project instead of 6, you could manage dependencies at the project-level (instead of at the solution-level). This would provide programmers the ability to add your SFML project to their own solutions without having to do a lot of manual upkeep.

However, on the other hand you may not be able to make it one project. It already looks like a complex setup. I'll leave the eligibility decision for such a change up to you.

18
Feature requests / Resize events
« on: January 29, 2008, 10:18:12 pm »
Hi,

Note first of all that this discussion applies to the Windows platform.

In my specific application utilizing SFML, my themes are set in such a way that the size of the window updates dynamically as the user drags an edge, versus the alternative which only updates the window size after the user releases the edge (in this case you have a light grey outline of the new size to guide the sizing operation).

Due to the way the sizing works, clicking and holding an edge causes the ProcessEvents() function to block until it is released. This continuously fills the message pump with WM_SIZE messages, which in turn causes a ton of sf::Event::Resized events to occur in one iteration of the game loop. Instead, I am only interested in receiving a single Resized event with the final size of the window.

So for example, if I grab the right edge of the window and move it from a size of 800x600 to a size of 800x1000, then I would probably get around 100 or 200 Resized messages. Each message represents a small increment of movement towards the final size. For example:

800x601
800x608
800x610
800x614
......
800x989
800x995
800x1000

As you can see, the only Resized message I'm interested in is the last one. This is why I propose the implementation of a Event::ResizeBegin and a Event::ResizeEnd (or something similar, yet portable).

With a ResizeEnd message, the Event::Size member would contain the size of the final size of the window. Note that internally for performance reasons you may want to find a way to ignore the continuous flood of WM_SIZE messages. They do build up to quite a big collection.

Let me know if I'm on the right track. I want to make sure I'm not misunderstanding anything.

19
General discussions / Adding SFML vs2008 projects to my solution...
« on: January 28, 2008, 09:48:29 pm »
Quote from: "Aszarsha"
I don't mind adding a new project that would contain everything, but the current machinery should stay as is. :)


That would be great, thank you.

::EDIT::
I just thought of a great idea. I can build the SFML solution from the command line as a pre-build event in my project :) I can invoke devenv.exe from the command line :)

20
Graphics / GL_INVALID_VALUE generated from glClearColor()?
« on: January 28, 2008, 07:57:45 pm »
I figured out the issue. It's too embarrassingly obvious so I'm not going to say what it was lol.

This was not SFML's fault.

21
Graphics / GL_INVALID_VALUE generated from glClearColor()?
« on: January 28, 2008, 07:50:13 pm »
Quote from: "Aszarsha"
Never hapened to me. Do you have a minimal code that show the behavior ?


First note that I edited my original post to omit the timing weirdness. The issue occurs 100% of the time.

Below is the code for my main loop. It's pretty simple. Let me know if there's anything else I can show you.
Code: [Select]

int main()
{
sf::RenderWindow gameWindow( sf::VideoMode( 800, 600 ), "rocket_test" );
gameWindow.SetBackgroundColor( sf::Color( 50, 50, 50 ) );

Game game( gameWindow.GetWidth(), gameWindow.GetHeight() );

for(;;)
{
if( ProcessEvents( gameWindow ) )
{
break;
}

game.Tick();
game.Draw();

gameWindow.Display();
}

return 0;
}

22
Graphics / GL_INVALID_VALUE generated from glClearColor()?
« on: January 28, 2008, 07:38:06 pm »
Hi,

RenderWindow::Display() eventually leads to glClearColor() being called at line 234 in RenderWindow.cpp. the member RenderWindow::myBackgroundColor is:

50,50,50,255

This is a very weird issue and I'm not sure why it would be throwing this error. The values look valid to me.

23
General discussions / Adding SFML vs2008 projects to my solution...
« on: January 28, 2008, 07:19:27 pm »
Hi,

Currently I have my game in a vs2008 Project. I externally link to the SFML repository, and it would be nice to be able to include the SFML vs2008 project to my own solution. By doing so, when I get updates my solution will automatically build the SFML libraries when I try to build my game. My game project, of course, would put a dependency on the SFML project in my solution settings.

However, I cannot do this because of the way your project is setup. Right now to add SFML to my solution, I'll be adding around 6 projects and I'll also have to setup your SFML project dependencies again, which can change at any time. It's not practical to add SFML to my solution at this time.

Is there any way I can add SFML to my solution easily? Could you possibly change the way the SFML project is structured, so that it uses only 1 project? I don't think adding solutions to solutions is possible.

Any help is greatly appreciated. Thank you.

24
Feature requests / Suggestions for architecture improvements
« on: January 28, 2008, 06:22:07 pm »
Yes, I am talking about sf::WindowImpl. Was there a reason to use virtual functions instead of CRTP?

I do agree with your statement on the Display() function. I tend to think of backbuffers as 'swappable', however this may not always be the case. Now that I understand your intended meaning behind the function name, I have no problem with it :)

Thank you for your feedback. You have a great library! I was looking for an alternative to SDL for a long time.

Keep up the great work.

25
Feature requests / Suggestions for architecture improvements
« on: January 25, 2008, 11:22:36 pm »
For the platform implementation classes, is there any reason why you're not using CRTP? The virtual functions seem unnecessary.

The name sf::RenderWindow::Display() seems a bit weird to me, how about something like FlipBuffers() or SwapBuffers()?

The latter suggestion isn't as important as the first. I'd appreciate any feedback. Thank you!

::EDIT::

I have more suggestions after having looked through the source a bit more:

- Provide the user the ability to specify depth and stencil bit depths, preferably through the VideoMode object. Currently these values are hard-coded.

26
General / Relative Cursor Movement
« on: November 30, 2007, 11:57:38 pm »
Hi,

I was wondering if there was any functionality in SFML to facilitate relative cursor movement. For example, each time the MouseMove event is dispatched it would contain the delta x,y position of the cursor (as compared to its last position) instead of the absolute screen coordinates.

If it doesn't facilitate this behavior, I will need to do so myself. The only way I know how to do this is to manually move the cursor back to the center of the screen each time it is moved and calculate the change that way. Is there a way to set the cursor position? If so, does it generate MouseMove events? If it does, that will also be a problem as it will cause redundant and unauthentic MouseMove events.

Any tips on achieving this? Thanks.

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