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Topics - Mars_999

Pages: [1] 2
1
Graphics / lnk 2001: external symbol with sf::Image::getSize()?
« on: June 10, 2012, 10:06:52 pm »
1>NXResource.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: class sf::Vector2<unsigned int> __thiscall sf::Image::getSize(void)const " (__imp_?

not sure why I am getting this error? I am using the RC build....

I get this on a Release build but not Debug...

2
Window / sf::Window and windowed mode screensize
« on: June 04, 2012, 07:35:50 am »
I see getSize() is only for the render screen size... but how can I find out what the size of the window is, is one is running a windowed app vs. fullscreen?

Thanks!

3
General / Bug with picking and window mode?
« on: May 29, 2012, 06:29:33 am »
I am doing ray picking in a window mode and I can't get a correct result, if I run fullscreen then I get correct results? From what I can tell in window mode the Z value returned is the far plane?

4
General / Mouse Drag Box tutorial with SFML?
« on: May 26, 2012, 05:23:46 pm »
Anyone have a tutorial on doing a mouse drag box with SFML? I don't remember seeing one, and find it hard to believe their hasn't been any desires to see one...

Thanks!

5
General discussions / sf::Keyboard::isKeyPressed()
« on: May 05, 2012, 12:04:21 am »
I am trying to use the space bar to allow user to move forward until they hit it again, but I am not having any luck with it. The problem I am sure is the logic, but can't figure out how else to do it...

if(sf::Keyboard::isKeyPressed(sf::Keyboard::Space))
SetMoveFwd(!IsMoveFwd());

Thanks!

BTW SFML2.0

6
General discussions / Camera class?
« on: April 30, 2012, 06:19:07 am »
Anyone here made a camera lib that works with OpenGL to use with SFML or Thor? that is allows 1st,3rd, free roam, ect... style of cameras to be used?

And has other functionality such as follow object, turn over time ect....

Thanks!

7
General discussions / GLEW and not exporting the GLEW symbols in SFML
« on: April 15, 2012, 08:44:22 am »
I have to ask why this isn't possible.... With some many great projects using SFML, seems almost insane that one can't access GLEW to keep external libs to a minimum while using this great lib....

I asked SFGUI why they used GLEE which is dead... and the answer is here

http://sfgui.sfml-dev.de/forum/topic87-glee-vs-glew.html

and since SFML is using GLEW and so do I, why do I need to include it again in my project...

Please explain this insanity.... Thanks!

8
General discussions / sf::Thread and know if it's running?
« on: April 10, 2012, 01:21:35 am »
I am going to guess the answer is this....

If I have a sf::Thread running how can I check if it's still active with sf::Thread?

I don't see anything in the docs to do

thread.isActive();

so I am guessing here that I would need to make a bool variable or something in that thread and check it from another thread to see if that function is still running?

Thanks...

9
Network / sf::Packet and std::string space causes to break text up?
« on: April 09, 2012, 01:05:58 am »
I am not sure why, but if I take input and send it as a packet with a space in the string, the packet only sends data up to the space and breaks off the rest of the string?

Any ideas?

Thanks!

SFML2.0 and VS2010

10
Network / Anyone here have a project made using SFML for networking?
« on: March 31, 2012, 05:53:35 pm »
I am about ready to jump off a cliff... I am having a hell of a time getting a server/client chat log going in my main menu using SFML and threads...

This is TCP, but right now could care less what it uses as long as it works...

So I started looking around and see libs like ClanLIb and such  have networking, but I would rather use SFML. So I though has anyone coded up a nice networking lib for chatting and sending game data using SFML as the only lib needed?

Thanks!

11
I am not sure why I am getting this... I can't figure it out been at it for a few hours... :(

SFML2.0
 MSVC++ 2010

using a functor

Code: [Select]
//global in .cpp file
sf::Thread threadLoadTextures(NX::ResourceLoadTextures());
sf::Thread threadLoadMusic(NX::ResourceLoadMusic());
sf::Thread threadLoadMaps(NX::ResourceLoadMaps());

void NX::ResourceManager::Init(void)
{
threadLoadTextures.launch();
threadLoadMusic.launch();
threadLoadMaps.launch();
}


12
Network / Tutorial for Chat box in a lobby with SFML out there?
« on: March 25, 2012, 04:06:01 pm »
I was wondering if anyone had any code they would be willing to share or know if anyone has coded up a nice little lib that one can just use to do simple chatting in a game lobby or chat window in game...  I would assume it would be multi-threaded?

13
Network / sf::IpAddress::getPublicAddress().toString() crash!
« on: March 18, 2012, 12:36:59 pm »
I don't even get a call stack.... but using toInteger() works fine?

14
Audio / Sound Volume is there a global set function?
« on: March 02, 2012, 12:21:55 am »
I am not seeing a global way to set all sounds or music samples to a certain volume level? Or will the sf::Sound sf::Music SetVolume() do this for all samples?

SFML2.0 BTW

Thanks

15
General / SF::Context and threaded texture loading
« on: March 01, 2012, 03:00:52 am »
I get an error when running the .exe outside of MSVC++ saying "Failed to share OpenGL context"....

When inside MSVC++ I don't get an error or issue. The window stops and only shows white.

So I am not sure what I am doing wrong but thought I seen an example all I had to do was just throw in a Sf::Context to make the multithread image loader work... Guess not.

SO what am I doing wrong here.

Code: [Select]


void NX::App::LoadResources(void)
{
static sf::Thread thread(&NX::ResourceManager::Load, NX::ResourceManager::Get());
thread.Launch();
}

void NX::ResourceManager::Load(void)
{
LoadSplashScreen();
LoadDefault();
LoadMaps();
}
void NX::ResourceManager::LoadSplashScreen(void)
{
//sf::Context context;
NX::FileSystem::Get()->GetDirComponents(NX::FileSystem::Get()->GetPath() + PATH_SPLASHSCREENS, splashScreenFiles);
for(unsigned int i = 0; i < splashScreenFiles.size(); ++i)
{
try
{
splashScreenFiles[i].erase(0, splashScreenFiles[i].find_last_of("//") + 1);
if(!Find(splashScreenFiles[i]))
{
NX::Resource* p = new NX::ResourceTexture(splashScreenFiles[i]);
p->Load(NX::FileSystem::Get()->GetPath() + PATH_SPLASHSCREENS);
Insert(p);
}
else
{
THROW_EXCEPTION(0, std::string("Already loaded: ") + splashScreenFiles[i]);
}
}
catch(NX::Exception& e)
{
NX::ErrorManager::Get()->Log(e);
}
}
glFlush();
splashScreensReady = true;
}


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