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Topics - MarsCoreTeam

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1
General / Problems with new FindSFML.cmake
« on: April 18, 2011, 03:16:40 pm »
Hi there,

When using the new FindSFML.cmake in our cmake script, the following error occurs:

Code: [Select]

SFML_LIBRARIES =  /usr/lib/libsfml-graphics.so /usr/lib/libsfml-system.so /usr/lib/libsfml-audio.so /usr/lib/libsfml-window.so
...
CMake Error at src/CMakeLists.txt:42 (add_executable):
  Target "mars" links to item " /usr/lib/libsfml-graphics.so
  /usr/lib/libsfml-system.so /usr/lib/libsfml-audio.so
  /usr/lib/libsfml-window.so" which has leading or trailing whitespace.  This
  is now an error according to policy CMP0004.


It seems that the library names lack the ";".
Is this a bug in the script or are we using it wrong?
Cmake version is 2.8.2.

2
Window / [SFML2] Window crashes when calling destructor (ATI)
« on: January 26, 2011, 12:01:23 pm »
Hey there,

ATI again. I updated SFML2 after a while and discovered some trouble in sf::Window/sf::RenderWindow. When calling the destructor (implicitly or explicitly), programs will crash with Segmentation Fault under ATI.
I wrote a short and very simple program to test the behavior:
Code: [Select]
# include <SFML/Window.hpp>

int main() {
    sf::Window App(sf::VideoMode(800, 600), "iCrash");
    return 0;
}


This leads to the following output:

Code: [Select]
XIO:  fatal IO error 11 (Resource temporarily unavailable) on X server "���"
      after 115 requests (114 known processed) with 0 events remaining.
Segmentation fault


The call stack is as follows:

Code: [Select]
#0 0x7ffff653c518 XextFindDisplay() (/usr/lib/libXext.so.6:??)
#1 0x7ffff653bf85 ??() (/usr/lib/libXext.so.6:??)
#2 0x7ffff653c13c ??() (/usr/lib/libXext.so.6:??)
#3 0x7ffff6965e72 XCloseDisplay() (/usr/lib/libX11.so.6:??)
#4 0x7ffff335df6b ADL_Main_Control_Destroy() (/usr/lib/fglrx/libatiadlxx.so:??)
#5 0x7ffff50efa96 ??() (/usr/lib/fglrx/dri/fglrx_dri.so:??)
#6 0x7ffff51e5048 ??() (/usr/lib/fglrx/dri/fglrx_dri.so:??)
#7 0x7ffff3f1d5b5 ??() (/usr/lib/fglrx/dri/fglrx_dri.so:??)
#8 0x7ffff4a64d77 ??() (/usr/lib/fglrx/dri/fglrx_dri.so:??)
#9 0x7ffff4a6e7f1 ??() (/usr/lib/fglrx/dri/fglrx_dri.so:??)
#10 0x7ffff53b7844 ??() (/usr/lib/fglrx/dri/fglrx_dri.so:??)
#11 0x7ffff7e37909 ??() (/usr/lib/fglrx/libGL.so.1:??)
#12 0x7ffff7e3794a ??() (/usr/lib/fglrx/libGL.so.1:??)
#13 0x7ffff696d2d5 _XFreeExtData() (/usr/lib/libX11.so.6:??)
#14 0x7ffff697a90d _XFreeDisplayStructure() (/usr/lib/libX11.so.6:??)
#15 0x7ffff6965eaf XCloseDisplay() (/usr/lib/libX11.so.6:??)
#16 0x7ffff79c8ed1 sf::priv::GlxContext::~GlxContext() () (/usr/lib/libsfml-window.so.2.0:??)
#17 0x7ffff6ed58c0 __cxa_finalize() (/lib/libc.so.6:??)
#18 0x7ffff79c4ef6 __do_global_dtors_aux() (/usr/lib/libsfml-window.so.2.0:??)
#19 ( 0x0000000000000000 in ??() (??:??)


This consequently means that one cannot recreate a window, which is very bad (for example when switching from windowed to full screen mode).

Furthermore, another strange problem occurs when simply linking against sfml-window and/or sfml-graphics (additional to sfml-system): a simple program as
Code: [Select]
int main() {
    return 0;
}

will never return.

This really seems to be ATI related, because everything works fine on a NVIDIA-powered PC.

Best regards,
Felix

3
Feature requests / mirroring text
« on: January 17, 2011, 02:01:47 pm »
Hello!

I know, this has been requested multiple times before, but hasn't been implemented yet and we would REALLY appreciate this feature!

The problem:

We are going to support Right-To-Left languages in our project M.A.R.S., like Arabic or Hebrew. These languages need a completely mirrored interface. This would be really easy to achieve by rendering the interface normally but with mirrored text in a mirrored view. So the text would be mirrored twice actually and every thing would look fine.
But mirroring text (negative scale) is impossible. Sadly.
Coding different positions and flipped versions of each widget would be an incredible amount of work, compared to the simple approach described above.

We're using SFML2...

It would be really, really great to have this feature!




EDIT: Added an image. Just to clearify the purpose: This is our mirrored UI, with not-mirrored text. If the text could have been mirrored before, it would still be possible to read it!

4
System / [fixed] SFML2: sf::Utf8::ToUtf32 conversion problem
« on: October 10, 2010, 11:52:53 am »
Hello there!

I am trying to load an utf8-encoded text file into a std::vector<sf::String>. When I use this litte, but great library everything works as supposed to. After doing

Code: [Select]

void load(std::vector<sf::String>& lines) {
    // Open the test file (contains UTF-8 encoded text)
    std::ifstream fileStream("unitext.txt");
    std::string line;
    while (std::getline(fileStream, line)) {
        std::basic_string<sf::Uint32> utf32line;
        // this line converts utf8 to utf32 with the help of the metioned library
        utf8::utf8to32(line.begin(), line.end(), back_inserter(utf32line));
        lines.push_back(utf32line);
    }
}


the vector "lines" contains utf-32 encoded sf::Strings.
But since SFML supports utf conversions as well, I tried to do the same, only with SFML. Therefore I changed
Code: [Select]
utf8::utf8to32( ... );
to
Code: [Select]
sf::Utf8::ToUtf32( ... );
which, as I thought, should result in exactly the same behaviour. But it doesn't: When there is a non-ascii character, all trailing characters are dropped.

Am I doing something wrong :? ? Or is it a bug :shock: ?

Greetings, Simon.

5
General / SFML2: Bundling for linux release
« on: September 25, 2010, 09:30:35 pm »
Hello there!

I've got pretty much the same question, as mongrol a week ago. But now it targets SFML2!
For our  project M.A.R.S. we use SFML2. Distributing executables for Windows is easy and works like a charm.
But since we are mainly developing this game under Linux, we want to provide precompiled versions for Linux as well. So there we go:

Is there any more convenient way to do this than proposed by Svenstaro?

Quote
If for whatever reason want to do the work yourself, launch the game in a wrapper script using LD_LIBRARY_PATH=path/to/local/libs and put the shared libraries at that path.


Since SFML2 is in no repository, creating Deb's is no real solution, isn't it?

Greetings,
Simon.

Btw: SFML is awesome!!!

6
SFML projects / M.A.R.S. - a random shooter
« on: September 23, 2010, 06:32:00 pm »
Hi there community!

This is Felix Lauer and Simon Schneegans and we are developing a little game called M.A.R.S. - a random shooter using sfml 2.0 in its current state.

M.A.R.S. is set up in a twodimensional galaxy, governed by the laws of gravity.
For further information feel free to visit www.marsshooter.org .

M.A.R.S. is OpenSource, so you can get it for free and modify things as you like.
We would appreciate your visit and some feedback concerning our game.

Best regards,
Felix

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