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Messages - Mars_999

Pages: 1 ... 3 4 [5] 6 7
61
Network / sf::IpAddress::getPublicAddress().toString() crash!
« on: March 18, 2012, 05:01:31 pm »
Quote from: "eXpl0it3r"
First:
Dude why are you spaming the link to this thread on other threads? :shock:
Do you know what the netiquettes are for forums? :roll:

Second:
I'm surprised you could even post such a short message...
Show us a complete minimal example. Give us the specific error you get or what happens, rather than telling us what you doesn't happen.
Also which platform and compiler.

You see even my post got longer than yours...


First off that other link was to hopefully bring attention before SFML2.0 is released if this indeed is an issue...

second just call it

std::cout << sf::IpAddress::getPublicAddress().toString() << std::endl;

simple as that after SFML is setup not rocket science

and this is the whole call stack dump

>   ntdll.dll!774e04e4()    
    [Frames below may be incorrect and/or missing, no symbols loaded for ntdll.dll]   
    ntdll.dll!774a2a2a()    
    ntdll.dll!77471cd7()    
    ntdll.dll!77449ec5()

62
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?

63
SFML projects / SFGUI
« on: March 13, 2012, 11:08:47 pm »
Thanks for the heads up!!!

64
General / SF::Context and threaded texture loading
« on: March 03, 2012, 09:54:59 pm »
Ok anyone have a tutorial on how to do this correctly then? Or willing to share some code?

Thanks!!!!

65
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

66
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;
}


67
General / Period key on Num pad returns incorrect value?
« on: February 26, 2012, 10:52:39 pm »
Quote from: "Laurent"
Keyboard handling is not perfect, it will be improved in SFML 2.


Ok... As of now I am using SFML2.0 and still not working....

68
General / Period key on Num pad returns incorrect value?
« on: February 26, 2012, 10:19:10 pm »
I see a value of Zero when I hit the period key on the num pad? Is this correct... Which translates into A key

When I hit period on the keyboard I get a 50 which is period.

Thanks!

69
General / PrintScreen key?
« on: February 26, 2012, 09:23:45 pm »
I am sure this has been asked a million times but I can't find any info in the docs so here we go again...

Does SFML have a binding to the PrintScreen key? I know the OS has it, but I want to check SF::Keyboard::Key::PrintScreen for the key press....

Thanks

70
General discussions / Does SFML work with modern OpenGL?
« on: February 21, 2012, 01:21:14 am »
Quote from: "HKei"
Quote from: "Mars_999"
Well if I understand it, if you don't use CORE_PROFILE and use compatibility mode you can use GL2.1 and lower features with GL3+ features? If so why not just run SFML in compatibility mode then?


I believe I mentioned I wanted to use the Core profile.


Yes you did. My point is no need as Compatibility mode works with GL3+ anyway... IIRC.

But I agree SFML should just allow the user to set a flag at the time the Render Context is created and set Core/Compatibility mode.

71
SFML projects / SFGUI
« on: February 19, 2012, 03:22:17 pm »
Quote from: "Tank"
Mars_999: Check the SFGUI forum for the reply.


Thanks! Yeah the auto inform isn't working....

72
SFML projects / SFGUI
« on: February 18, 2012, 11:20:36 pm »
I just stumbled across this great project.

Now I am curious to know how can one skin/theme the GUI? or load buttons that are textured vs. a solid color....

Thanks!

73
General discussions / Does SFML work with modern OpenGL?
« on: February 18, 2012, 05:00:46 pm »
Well if I understand it, if you don't use CORE_PROFILE and use compatibility mode you can use GL2.1 and lower features with GL3+ features? If so why not just run SFML in compatibility mode then?

74
General discussions / Does SFML work with modern OpenGL?
« on: February 10, 2012, 11:04:59 pm »
So will SFML2.0 require OpenGL3+ then? or will you still have access to GL2.1?

Thanks!

75
Window / How to disable user input e.g. keyboard, mouse
« on: January 01, 2012, 04:48:05 pm »
Well I was hoping SFML 2.0 had something more like SDL had where you could Enable/Disable the keyboard or mouse events with a function call....

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