Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - roosterkin123

Pages: 1 2 [3]
Window / [SFML2] Input on another thread
« on: December 18, 2010, 02:55:58 am »
Well I had it that way before and I did not like it, it produced very akward result when fps slowed down.

And a lot of people on forums advise to separate rendering and update function

Window / [SFML2] Input on another thread
« on: December 17, 2010, 11:58:37 pm »
I really need some help.

I have tried to separate the rendering (main thread)
and input/update (worker thread)

both are running at the same time and no deadlocks seem to be detected.

When the game runs:
Displays first frame fine but has the windows 'wait' icon and mouse cannot be moved or anything, if you do it just crashes or says unresponsive.

I am assuming there is some error with detecting input on another thread but I dont know.

On the worker thread I am using the getinput method of finding if a key is pressed (ie sticky keys) and also some standard event processing like how it is in the tutorial.

This is SFML2 branch that is todays date


SFML projects / SF Video Player
« on: October 21, 2010, 05:24:46 pm »
You are amazing! I put resize after update and it works now! and has no audio sync issues. Before the audio was delayed a second behind the picture.

Amazing library saved me so much time

SFML projects / SF Video Player
« on: October 21, 2010, 05:05:25 pm »
Ok I managed to get things to render on screen!  :P

I realised that I had


somewhere way back in the beggining of my app and that causes things to mess up.

Now I have 2 more problems :(

-Audio sync issues
-How to stretch video to go fullscreen?
video->Resize(ClientWidth, ClientHeight); doesnt work

SFML projects / SF Video Player
« on: October 21, 2010, 04:36:53 pm »
I actually already tried doing that, spent like half a day trying to fix this.
Still doesnt display any image on the screen. The screen actually goes black instead of showing images.

SFML projects / SF Video Player
« on: October 21, 2010, 03:27:53 pm »
Now it is not dropping frames :) , but still not displaying any images on the screen.

Do you know if there needs to be some updating to the code since I am using sfml2?

Edit: I did video->GetImage()->SaveToFile("testing.bmp"); halfway through the video and it saved a gorgeous image to the hardrive. I know it works now just not being drawn correctly in my app! help :(

SFML projects / SF Video Player
« on: October 20, 2010, 06:49:03 pm »
I am using GetFrameTime() and not multiplying it by 1000. In fact I am using the example thats provided in the sfmltheora library (main function).

I am using sfml2 btw, any differences in that?

I know that I had an error with not being able to instantiate an abstract class and had to add void OnSeek(float timeOffset){} to class SFMLTheora::AudioInterface :
  public TheoraAudioInterface, TheoraTimer, sf::SoundStream

Because of the fact that there was one more pure virtual function with sfml2.

SFML projects / SF Video Player
« on: October 20, 2010, 02:27:36 am »
Hi, thanks zorexx for the sfmltheora.
I need help with something
I managed to play ogg files but only the audio is played
after some debugging it turns out its dropped frames
any idea on what to do?
mNumDroppedFrames keeps on incrementing each frame

Window / [Solved] sfml2 and catalyst 10.8 troubles
« on: October 17, 2010, 07:47:36 pm »
Well I tried static but it was giving me too much linker errors due to the fact that I use a lot of other dll based libraries

Window / [Solved] sfml2 and catalyst 10.8 troubles
« on: October 16, 2010, 07:35:45 pm »
You would never believe how I solved this thing.

I compiled the entire sfml2 into my project to avoid any kind of linking as a temporary solution. And it worked! have no idea why but some kind of dll or lib files were conflicting with ati driver dll's

Window / [Solved] sfml2 and catalyst 10.8 troubles
« on: October 14, 2010, 10:54:05 pm »
Hi, I still need help on this.

I got some progress, the audio module is working fine.

I tried to compile without using graphics module and visual studio works fine.

If I include the graphics module, visual studio will not run the exe at all.

I cant even get into main function.

This seems to be some conflict between the new catalyst drivers and the graphics module of sfml2

Window / [Solved] sfml2 and catalyst 10.8 troubles
« on: September 13, 2010, 08:04:18 pm »
How do I check the console with sfml2?
I have a windows application
How can I output std::cerr to file?

Window / [Solved] sfml2 and catalyst 10.8 troubles
« on: September 13, 2010, 06:30:30 pm »
In catalyst 10.4 everything worked fine and window was created.
In catalyst 10.8 window does not start at all, just an empty process in the task manager happens.

Anyone else have this problem?
I want to know how to fix it? Maybe something to do with version numbers as I heard some older OpenGL games have troubles with the new ATI drivers.

I am using windows 7 and 5970 gfx card.

Pages: 1 2 [3]