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Messages - vidjogamer

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16
General discussions / SFML 2.0 with opengl
« on: May 04, 2011, 03:28:32 pm »
If I render between saving and restoring the GL state nothing appears on the screen.

Do I have to change the gl viewport or set a transform? How can I easily get to the transform before my call to save GL state?

Or perhaps its a blending issue?

Im just shooting in the dark here.


EDIT:  Without the call to save the state, it draws in the correct location and in the right colors but it messes up any fonts I have on the screen. They are not antialiased anymore...

17
General discussions / SFML CMake Linux question
« on: May 02, 2011, 10:13:43 am »
Why does it build 3 copies of each library? Are they different at all?

Quote
libsfml-audio.so        libsfml-graphics.so.2.0    libsfml-network.so.2.0.0  libsfml-window.so
libsfml-audio.so.2.0    libsfml-graphics.so.2.0.0  libsfml-system.so         libsfml-window.so.2.0
libsfml-audio.so.2.0.0  libsfml-network.so         libsfml-system.so.2.0     libsfml-window.so.2.0.0
libsfml-graphics.so     libsfml-network.so.2.0     libsfml-system.so.2.0.0

18
General discussions / SFML 2 for OS X comes true!
« on: May 01, 2011, 05:11:32 am »
Whats the status on SFML 2.0 development for Mac?

Do we have any projected dates for completion?
What are the current issues?

Keep up the good work guys! =)

19
SFML wiki / GatorQue GQE APP Example
« on: April 30, 2011, 02:26:44 pm »
looking forward to the examples.

20
Graphics / Antialias polygon edges.
« on: April 30, 2011, 04:46:53 am »
Quote from: "NinjaFighter"


Offtopic:
   Are you the creator of Ogmo Editor? :D
   I Love the global idea, the generic mecanism based on xml predefinitions is so great! (the map editing features of Tiled, mix with the predefinition features of ogmo editor, could be THE PERFECT map editor!)


Haha no I am not. I was using ogmo for level creation and so I was just using the prepackaged tiles for testing my tile engine.

I do agree that the predefinition feature is very nice. As a developer I like to be able to restrict the editor to only engine supported features for non developer use.

Tiled is amazing as well. The editing features are just fantastic and its really matured over the years.

I have since switched over to DAME (http://dambots.com/dame-editor/). DAME is feature rich. It has a lot of the features that make Tiled so appealing. Tile brushes, dynamic properties, etc.. but in addition supports in-editor parallax scrolling and scripted exporting via lua so you can make your level file meet your exact specifications. The only downside I have with it so far is that it gets a little laggy sometimes.

21
Graphics / Antialias polygon edges.
« on: April 27, 2011, 01:29:04 am »
Just wondering if there is any progress on this issue.

22
Network / [SFML2] sf::Socket::Status::Done warning/error
« on: April 17, 2011, 08:17:03 pm »
Oh! Dumb mistake. Funny thing is that I did look at the tutorials. I just completely overlooked the difference. Thats what I get for staying up too late coding XD

23
Network / [SFML2] sf::Socket::Status::Done warning/error
« on: April 17, 2011, 03:45:57 am »
Code: [Select]
if(socket.Receive(packet,address,port) == sf::Socket::Status::Done)


gives me this warning in visual c++ 2010:

Quote
warning C4482: nonstandard extension used: enum 'sf::Socket::Status' used in qualified name


In linux it actually gives me an error. I would post the error but I dont have access to a linux machine at the moment.

24
Audio / Sound fails on repeated play
« on: April 07, 2011, 08:05:41 pm »
Quote from: "Laurent"
Quote
Oh, I was under the impression their destructors were called: http://www.cplusplus.com/reference/stl/vector/clear/

The destructor of the stored elements, yes. In this case the elements are pointers, and the destructor of a pointer does nothing at all just like any other primitive type.


Haha, thats so obvious, how did i overlook that!  :roll:

25
Audio / Sound fails on repeated play
« on: April 07, 2011, 05:54:15 pm »
Oh, well you learn something new every day!  :)


This code causes no sound to be heard at all. Is that because the sound is deleted before it had the chance to be played?

Code: [Select]


sf::Sound *sound = new sf::Sound()
sound->SetBuffer(ResourceManager->getSoundBuffer("sound.wav"));
soundList.push_back(sound);

for(int i = 0; i<soundList.size(); i++)
{
    soundList[i]->Play();
    delete soundList[i];
}
soundList.clear();

26
Audio / Sound fails on repeated play
« on: April 07, 2011, 05:33:27 pm »
Oh, I was under the impression their destructors were called: http://www.cplusplus.com/reference/stl/vector/clear/

Is that not right?

Regardless, I also tried calling delete after each sound in the loop. Doing that, sound ceases to play at all.

27
Audio / Sound fails on repeated play
« on: April 07, 2011, 05:02:19 pm »
I was dynamically allocating a sf::Sound object every frame. When I changed it to reuse one sf::Sound object it doesnt break. Is there a limit on the number of sf::Sound objects you can have?


EDIT:

I was essentially doing this every frame:

Code: [Select]

sf::Sound *sound = new sf::Sound()
sound->SetBuffer(ResourceManager->getSoundBuffer("sound.wav"));
soundList.push_back(sound);

for(int i = 0; i<soundList.size(); i++)
{
    soundList[i]->Play();
}
soundList.clear();

28
Window / Changing window mode causes crash in linux.
« on: April 07, 2011, 04:50:39 pm »
Sorry, Im not going to have access to my linux machine for a few days.

29
Audio / Sound fails on repeated play
« on: April 07, 2011, 04:49:03 pm »
SFML 2.0
OS: XP

If I repeatedly play a sound it works for a couple seconds then the sound stops altogether. The music keeps going however.

"An internal OpenAL call failed in SoundSource.cpp(39) AL_INVALID_VALUE, a numeric argument is out of range"

"An internal OpenAL call failed in SoundSource.cpp(39) AL_INVALID_NAME, an unacceptable name has been specified"

"An internal OpenAL call failed in Sound.cpp(107) AL_INVALID_NAME, an unacceptable name has been specified"

"An internal OpenAL call failed in Sound.cpp(76) AL_INVALID_NAME, an unacceptable name has been specified"

30
Window / Changing window mode causes crash in linux.
« on: April 06, 2011, 07:29:02 pm »
SFML 2.0
Works perfectly fine on WinXP.

Code: [Select]

if(Event.Key.Code == sf::Key::Num1)
{

VideoMode videoMode = sf::VideoMode::GetDesktopMode();
ContextSettings windowSettings = sf::ContextSettings(0,0,0);

if(winMode == FULLSCREEN)
{
window->Create(videoMode, "GameEngine", sf::Style::Default|sf::Style::Close, windowSettings);
windowMode = WINDOW;
window->EnableVerticalSync(true);
}
else if(winMode == WINDOW)
{
window->Create(videoMode, "GameEngine", sf::Style::Fullscreen|sf::Style::Close, windowSettings);
windowMode = FULLSCREEN;
window->EnableVerticalSync(true);
}
}

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