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Messages - Mars_999

Pages: 1 ... 5 6 [7]
91
General discussions / Switched times to Uint32 milliseconds in SFML 2
« on: June 02, 2011, 05:12:32 am »
Quote from: "OniLink10"
50 days of insignificantly less accurate instead of approx 2 hours of insignificantly more accurate? Sounds good to me!


Ha, you never played WOW, EVERCRACK, or BC2 :) Sleep what's that?

92
Graphics / sf::imge and RGBA order?
« on: May 27, 2011, 06:50:57 pm »
I am uploading the pixel data to OpenGL using sf::Image. Does sf::Image always have a RGBA order? If so then I am assuming SOIL or somewhere swaps the BGRA to RGBA for you?

Thanks!

93
Feature requests / Mipmapping for OpenGL texture creation?
« on: April 10, 2011, 04:36:28 am »
Quote from: "Laurent"
Quote
I use ASSIMP SDK to load my meshes...

http://assimp.sourceforge.net/

My not use Trilinear mipmapping?

Sorry, I don't understand. What do you mean?


Lost me?

ASSIMP is the SDK to load my mesh files.... link shows that

And the mipmapping filtering I was stating use the best Image Quality possible...

Thanks!

94
Feature requests / Mipmapping for OpenGL texture creation?
« on: April 09, 2011, 01:10:26 am »
I use ASSIMP SDK to load my meshes...

http://assimp.sourceforge.net/

My not use Trilinear mipmapping?

Thanks!

95
Feature requests / Mipmapping for OpenGL texture creation?
« on: April 08, 2011, 01:30:03 am »
I would use GL_LINEAR_MIPMAP_LINEAR IMO....

THe issue with the image isn't the 0,0 origin, but the pixels are not correct. The image itself needs to be flipped on the Y axis. I am not using your texture coordinates for anything in my engine, and I still have to flip the image either myself, or use a paint program to flip it or else my model mesh will not be mapped correctly! So I beg you please flip the pixels after the image data is loaded with SOIL with a flag parameter that is set to default your way, but can be changed to meet others needs...

Thanks!

96
Feature requests / Mipmapping for OpenGL texture creation?
« on: April 07, 2011, 04:23:31 am »
;) I say add it, simple flag should suffice!

BTW what is the status of flipping the image for OpenGL textures? Meaning the image is not lower left but upper left? I am guessing this is setup for DX and should be for GL... Please inform me as I need to figure out what I am to do wait for a update or 2.0 or move on...

97
General discussions / How to flip image for OpenGL texture?
« on: April 03, 2011, 03:49:58 am »
Ok I have tried to use sf::Sprite and sf::Image to do this, but I am guessing I am going to have to do it myself?

sf::Image image;
sf::Sprite texture;

texture.FlipY(true);
texture.SetImage(image);

image = *texture.GetImage();

the texture isn't flipped....

Thanks!

BTW will this have a built in ability in 1.6 ever? or 2.0?

98
General / Parsing an OBJ
« on: March 20, 2011, 09:08:09 pm »
Why not look into ASSIMP?

It loads a billion different formats.... Unless you want to learn how to load an .obj which in that case get ready to struggle a bit until you figure it out. I am assuming you just want to load a mesh.

http://assimp.sourceforge.net/

99
SFML wiki / Game Engine tutorial
« on: February 20, 2011, 07:23:35 pm »
Hello, anyone here have a link to a complete .zip file of the version 1.6 code base? I see there is a 2.0 version in the comment section.

Would be great if it was in a VC++ 2008 solution.

Thanks!

100
General discussions / GL_INVALID_OPERATION image.cpp file?
« on: September 25, 2010, 04:01:05 pm »
Sorry posted in a hurry.

Win 7 64bit, Radeon 5870 Catalyst 10.7, SFML 1.6

101
General discussions / GL_INVALID_OPERATION image.cpp file?
« on: September 25, 2010, 05:41:56 am »
I get an GL_INVALID_OPERATION error  in image.cpp(481) and (482) when I close my simple SFML app....

Can anyone else verify this or has this been reported?

Thanks

102
Feature requests / Mipmapping for OpenGL texture creation?
« on: September 19, 2010, 03:48:13 am »
Yeah I am doing that already, I figured since SFML seems to be somewhat tied to OpenGL it would be nice to have that built in, so one has less code to deal with and would look cleaner sending a flag vs. calling more GL functions for each bind...

Anyway thanks.

103
Feature requests / Mipmapping for OpenGL texture creation?
« on: September 18, 2010, 06:47:29 pm »
Hello,

Can we add in the ability to generate mipmapping.
Using

glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);

We can use the glGenerateMipmap() if everyone is on board for that vs. the above code...

I am thinking of something like this?

Code: [Select]

bool Image::CreateTexture()
{
 // Create the OpenGL texture
 if (!myTexture)
    {
       GLint PreviousTexture;
       GLCheck(glGetIntegerv(GL_TEXTURE_BINDING_2D, &PreviousTexture));
 
        GLuint Texture = 0;
        GLCheck(glGenTextures(1, &Texture));
        GLCheck(glBindTexture(GL_TEXTURE_2D, Texture));
        GLCheck(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, myTextureWidth, myTextureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL));
        GLCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP));
        GLCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP));
GLCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, myIsSmooth ? GL_LINEAR : GL_NEAREST));
if(myIsMipmapped)
GLCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, myIsSmooth ? GL_LINEAR_MIPMAP_LINEAR : GL_NEAREST));
else
GLCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, myIsSmooth ? GL_LINEAR : GL_NEAREST));
GLCheck(glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE));
        myTexture = static_cast<unsigned int>(Texture);
        GLCheck(glBindTexture(GL_TEXTURE_2D, PreviousTexture));
   }
}


Mipmapping would be on by default and you would need to add bool IsMipmapped() and SetMipmap(bool)

Please advise!

Thanks,
Dave

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