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Messages - golgoth

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Feature requests / Enabling/Disabling config file
« on: December 03, 2010, 06:52:35 am »
Hi again,

when running Ceylo sfe::Movie I’m getting audio but black frames for the video. Anyone managed to make Ceylo movies work with SFML 2.0?

Feature requests / Enabling/Disabling config file
« on: November 16, 2010, 12:04:57 am »

void Render(sf::RenderTarget& target, sf::Renderer& renderer) const {}

needs to be override, hopefully it won’t mess up anything.

Feature requests / Enabling/Disabling config file
« on: November 15, 2010, 07:51:22 am »

I’m trying to compile your movie player with the latest release on windows 7 and VS 2010. After a few tweaks, I still have one thing I‘m having serious doubt about:

error C2259: 'sfe::Movie' : cannot instantiate abstract class

int main()
    sfe::Movie movie;

I'm compiling with SFML 2.0 and regarding to Laurent's work, you are trying to instantiate sf::SoundStream whish has abstract functions. Any workaround comes to mind for this?

Window / Handling Events,
« on: November 11, 2010, 01:38:12 am »
I agree but it is a really important tutorial and It’s confusing the way it is written. It opens the possibility that two events could be process at the time. I’m pointing that out to make sure I’m not skipping events using a switch case.

Window / Handling Events,
« on: November 10, 2010, 10:13:09 pm »

On the tutorial Handling Events:

Code: [Select]
while (App.IsOpened())
    sf::Event Event;
    while (App.GetEvent(Event))
        // Window closed
        if (Event.Type == sf::Event::Closed)

        // Escape key pressed
        if ((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::Escape))

Shouldn’t be else if?

if (Event.Type == sf::Event::Closed)

else  if ((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::Escape))

Network / Blocking functions trouble shooting.
« on: November 08, 2010, 07:22:38 am »

I’m trying to pool a non-blocking TCP “Connect to Server” function like so:

      if (m_TcpSocket.Connect(m_IpAddressHost, m_Port) == sf::Socket::Done)
/// do something.

For some reason Server::Accept the connection at the other end but the Client::Connect never return sf::Socket::Done.

PS: I did try with a timeout and I’m getting the same result.

What I’m am missing?

Network / Terminate blocking functions?
« on: November 04, 2010, 07:10:41 pm »

Been playing around Sockets and I like the blocking behavior of sf::TcpListener::Accept but I`m wondering how to terminate it if there is no incoming connection? If that is possible.

Feature requests / Enabling/Disabling config file
« on: November 04, 2010, 04:08:39 pm »
If the decoding and transfer is fast enough, doing this while playing the movie will work fine. And decoding the video one second earlier will work too, as the movie will never catch up with the decoding.

Unless we can figure out the optimal buffering amount before reaching the end of the movie… but still, I`m not crazy about this idea either.

Anyway, I suggest golgoth to try out the sfe::Movie class and tell us whether it works fine with 1080p definition movies. If it does not, then he may consider having a look at this class (it's a better start point as it already support audio and a few other things), and try to find a way to get better results.

I definitely will and keep you posted on this, hopefully I`ll have better result with your approach.

Thx for all your inputs, greatly appreciated.

Network / Threads/Network related!
« on: November 04, 2010, 03:21:27 am »

I’m wondering how to pass function parameter to a thread… if that’s is possible:
Code: [Select]

void ThreadServer(void *in_data)

Bool SFML_Network::ServerStart(const Char *in_name, UShort in_port)
sf::Thread l_thread(&ThreadServer, this);


Is there an elegant way that in_name and in_port being pass to ThreadServer? Besides making member or global variables.

Feature requests / Enabling/Disabling config file
« on: November 03, 2010, 09:52:15 pm »
Are you using a single instance of sf::Image throughout the entire video? This could make it slower because it needs to continually upload each new frame to the GPU before it can be drawn. Instead, use a separate instance of sf::Image for each frame.

Are you suggesting not to use sf:Image as a member variable?

here is what I do: m_SFML_Image and m_SFML_Sprite are class member variables.

Code: [Select]
/// Init
m_SFML_Image.Create(m_Size.x, m_Size.y, sf::Color(255, 0, 0, 255));
m_SFML_Sprite = AX6_New sf::Sprite(m_SFML_Image);

// Update
if (m_Movie->IsUpdated())
m_SFML_Window->Display(); /// Swap Buffer.

The other video project from Ceylo, that you can see on the wiki forum, is pretty good at playing HD videos, it has no performances problem so far.

Is this the project you are talking about?


This is a good start but it is nowhere near being a video player.

That's basically what sf::Image::UpdatePixels do, and the only faster solution is maybe to use OpenGL PBOs (pixel buffer objects).

Interesting, I’m looking into PBOs which are different form FBOs…

Thx for the inputs,

Feature requests / Enabling/Disabling config file
« on: November 03, 2010, 04:17:26 am »
EDIT: The reason I’m asking this is because I’m trying to render 1080p HD video directly in a Window. Syncing audio and video is a fairly complex process and so far, 720p is going very well but the pipeline is stalling with 1080p… I’m currently using sf::Image:UpdatePixels to update each frame and I’m looking at a more direct way to access the frame buffer. If that is possible.

Feature requests / Enabling/Disabling config file
« on: November 03, 2010, 04:04:15 am »
If I remember correctly, sf::RenderWindow uses OpenGL in the background but hides it from you?

That is a really good question, unless SFML is rendering on a quad that covers the entire screen I’m not sure how it does render windows, directly into a FBO?

However, it would be nice to access the frame buffer without the need of the graphics.lib, Draw, Clear and SwapBuffer functions would be a definite plus!

Feature requests / Enabling/Disabling config file
« on: November 02, 2010, 11:06:54 pm »
most x64 users will need the full graphics package
Hi there,

My guess is as we speak, projects not bothering with high performance might not be compiled in x64 anyways. So I’m expecting a totally different breed of developers being concerned about this topic… or not? But yes indeed, if I can help, I’ll certainly will. And so far, SFML audio is not compiling and jpeglib returns unresolved errors while linking against my project.

Personally, I can’t wait people letting go of x86 and kiss it goodbye…

That's exactly what I do. sfml-window provides a raw OpenGL context, nothing fancy on top of it. The rendering stuff is entirely left to the user. Using sf::RenderWindow means that you use the advanced features of the 2D SFML API (not just a window); if you want something minimal then you already have too much here.

No need for fancy stuff, only a default Window::pixelbuffer (sf::Image substitue) we can draw on will do.
While at it, other pixel formats would be great, rgb24 (without alpha) at least.

There is no performance gain. Getting rid of external dependencies will only remove features from SFML. So what's the point?

I guess the point is a question of preferences. What’s the point of carrying libraries you don’t need?

Feature requests / Enabling/Disabling config file
« on: November 02, 2010, 09:31:49 pm »
Which libraries are you talking about exactly? freetype and libjpeg? What's the problem with these libraries? On Windows they are statically linked, and on Linux everybody has them. And from what you said, you don't need the graphics module at all, do you?

Well, linking SFML x64 on windows 7 and vs 2010 return jpg_* unresolved. It’s quite annoying when it’s something you don’t need.

Yes, I’m force to link graphics.lib because I use RenderWindow->Draw to render video playback in a window. Then again, the Draw function requires a whole lib. In my sense, drawing mechanics should be inherent from Window. Let developers handle their rendering technics if they want to and put every drawable in graphics.lib.

My point is to rethink how SFML is segmented to allow a minimum core where performance is a must and there is no need for non-highly-optimized rendering stuff. Having built customization under the hood to make sure libraries could be include/exclude regardless of whether there is a performance gain or not. I think it’s a basic practice to enable/disable external libs and keep the core to a minimum if we want to.


Feature requests / Enabling/Disabling config file
« on: November 02, 2010, 04:48:25 am »

Is there any chance of having a Configuration file to enable/disable features inside SFML librairies?

On my side, I only use a Window, Inputs, a clock and Threads… so there is a lot of things I’m not using but force to link against. Would be nice to custom fit and build only features we need.

Excluding jpeg lib and freetype lib would be really appreciated and/or providing x64 version as well.

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