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Messages - Contadotempo

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46
General / For some reason this error wont go away.
« on: January 01, 2012, 01:08:57 am »
Could be the same problem as me?
http://www.sfml-dev.org/forum/viewtopic.php?p=43571#43571

If so, Laurent just uploaded a fix for this on github today:
https://github.com/SFML/SFML/commit/c0af511ed1494ff6ed56b34123d2a8167fc8edfe

47
General / Image Manager Destruction (Solved)
« on: January 01, 2012, 12:19:41 am »
Hello,

I'm using an image manager based on the following file:
http://www.sfml-dev.org/wiki/fr/sources/imagemanager

I'm using the manager as a global variable as it makes things easier, although I'm not sure if I should go with this or a singleton.

But that aside, I'm having some trouble trying to understand why the program simply crashes when exiting. For some reason the call stack points to the destructor on the line:
Code: [Select]
delete it->second;

The application runs fine, but when exiting, it crashes. Although It only happens if the manager is a global. If it's inside the main then there's no problem.

What is causing this? What can I do to avoid this?
Also, I'm compiling with Visual Studio 2008.
Thanks in advance and happy new year  :)

48
General / Problems with std::string
« on: December 31, 2011, 09:10:26 pm »
Hello,
Are compiling with the correct configurations and libs? I.E. Release libs and Release type compilation on VS2010?

Also, why are you using new to create Windows? Can't think of a reason to do so.

49
General discussions / New graphics API ready
« on: December 31, 2011, 07:01:50 pm »
Quote from: "Laurent"
Quote
I was actually compiling in release when I posted that call stack, my mistake. When debugging I get the same error but a slightly different call stack

Thanks. Can you try again with the latest revision?


It works! Thank you!   :)

50
General discussions / New graphics API ready
« on: December 31, 2011, 05:30:36 am »
Quote from: "Laurent"
Which line triggers the null call in RenderTarget::ResetGLStates()?
Is there any message in the console?

I was actually compiling in release when I posted that call stack, my mistake. When debugging I get the same error but a slightly different call stack:


I think it's line 274 on myCache.UseVertexCache = false;
There aren't any messages on the console.
I also didn't mention but I'm compiling with the static libs.

51
General discussions / New graphics API ready
« on: December 30, 2011, 09:17:12 am »
Quote from: "Laurent"

Quote
Hi, since I've been using the new API I can't execute SFML applications on my laptop.

Make sure that you made a complete recompile.

I did. Both SFML and every SFML related project. Strangely, the same applications compiled on the laptop work on another computer with an ATI card but not on the laptop. I'm guessing it's an Intel driver problem but no idea how to fix it. Any ideas?

Thanks in advance  :)

52
General discussions / New graphics API ready
« on: December 30, 2011, 02:57:59 am »
Hi, since I've been using the new API I can't execute SFML applications on my laptop. It's an Intel integrated 945 graphics chip. Drivers are up to date.

The executable crashes right after (or while) creating an sf::RenderWindow.

I get the error: Unhandled exception at 0x00000000 in Intel Graphics.exe: 0xC0000005: Access violation.
The program '[3796] Intel Graphics.exe: Native' has exited with code -1073741819 (0xc0000005).

This is the call stack for the application:


The source is here: http://www.sfml-dev.org/documentation/2.0/
Except I exchanged sf::Window with sf::Renderwindow

What can I do? Did I do something wrong?
Thanks in advance.

53
General / Multiple Events Running At the Same Time?
« on: December 16, 2011, 09:43:36 am »
I misread. Thought julen26 meant if on the event processing. i.e. if(sf::Keyboard::KeyPressed == something).
Sorry about that.

54
General / Multiple Events Running At the Same Time?
« on: December 15, 2011, 11:39:28 pm »
Quote from: "julen26"
Don't use if statements for this.

What's wrong with using if? Unless you meant else if?

55
Window / Beginner question about RenderWindow::Display()
« on: November 26, 2011, 09:23:40 pm »
Maybe IsExiting() is returning true?

56
Graphics / Vsync and Intel HD 3000
« on: November 23, 2011, 03:32:16 am »
Although it's not the same card I also have this problem on two other intel cards, as seen in this topic:
http://www.sfml-dev.org/forum/viewtopic.php?t=4347&highlight=

Could the problem be the same?

Vsync works with directx applications just not with SFML.

Quote from: "P@u1"
I have the same problem with my notebook with an intel hd graphics card.
I just use both Vsync and setframelimit, so it will work fine on every system.

I think SetFrameTime has priority over vsync so it won't matter if you use it but I could be wrong!

57
SFML projects / Excellence (previously Eve Shooter)
« on: September 29, 2011, 07:57:49 pm »
Hehe I know that feeling. Keep up the great work!

58
SFML projects / Excellence (previously Eve Shooter)
« on: September 26, 2011, 08:48:54 pm »
Hey, I've been following your project for quite a while now and I was wondering:
How do you manage your bullets? I mean, how do you "script" your bullet patterns or how do you code complex patterns? Did you make an engine for it, do you hard code them in C++?

Keep it up,
I'm loving your work so far.  :)

59
General / General questions about SFML 2.0
« on: September 13, 2011, 10:20:25 pm »
Quote from: "Disch"
I'm not convinved the old approach (returning time in seconds as a float) was more precise.

Speaking for myself, when I used SFML 1.6 I used to get quasi-stable 60FPS with VerticalSync activated. For me it doesn't make much difference since I have a set FPS limit for the physics and etc... but I'm still curious why this happened. Was it because of the change from float to uint32? Or were the ATI drivers just fooling me when I used SFML 1.6?

Also what other methods are there to retreive FPS? So far I've been using 1000.0/sf::RenderWindow::GetFrameTime().

Thanks  :)

60
Graphics / How to move a sprite without leaving multiple copies?
« on: September 12, 2011, 05:32:39 pm »
Whoops, forgot about the global input update. Thanks for correction.

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