Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - vidjogamer

Pages: 1 2 [3] 4 5
31
Graphics / Antialias polygon edges.
« on: April 06, 2011, 02:37:44 pm »
I uploaded the executables. There is one with smoothing and one without. Use 'A' to move left, 'D' to move right and 'J' to jump. Again, its most noticeable when the camera is moving small distances.. So jumping is probably the easiest way to see it.

The one without smoothing is pretty bad. You see it everywhere. The edges of the character, the edges of the tiles, the little squares in the tile texture... its bad. Everywhere.

I figured I'd just up the res of my images and set smoothing for an easy fix. This eliminates a lot of the problem. Its only noticeable at the edge of a polygon now. This is why I thought antialiasing might help. Turning antialiasing on didnt seem to do anything so im assuming my machine doesnt support it...

Anyway, take a look at this and let me know what you think. I could be doing something terribly wrong??

http://www.megaupload.com/?d=63UF7707

32
Window / RenderWindow fullscreen.
« on: April 06, 2011, 01:27:16 pm »
Thanks. Worked like a charm =)

33
Graphics / Antialias polygon edges.
« on: April 06, 2011, 01:06:18 pm »
Maybe two months old?

34
Graphics / Antialias polygon edges.
« on: April 06, 2011, 12:08:15 pm »
No-- 2.0

35
Graphics / Antialias polygon edges.
« on: April 05, 2011, 11:19:48 pm »
A screenshot wouldnt effectively show what I'm describing. Its really only noticeable when the camera is moving slowly. Turning anti aliasing on didnt seem to change anything. The best way to describe it is that the edges of the polygons cant decide which pixel they want to be drawn on. I have the same problem with the texture pixels inside the poly until I turn set smooth on.

36
Graphics / Antialias polygon edges.
« on: April 05, 2011, 10:49:27 pm »
Is there a way to anti alias polygon edges? Right now when I draw my tiles they look great other than when the camera moves; the edge pixels cant decide what pixel to draw on so they "flash" on and off of adjacent pixels and its very unattractive.

My current solution was to set everything to smooth and create a transparent border around all of my images such that the edges of the polygons are invisible so you cant see them regardless. This works great for my dynamic objects, however I have yet to come up with a graceful solution for my tile sets. Any ideas?

37
Window / RenderWindow fullscreen.
« on: April 05, 2011, 09:24:45 pm »
So vertical sync only works if I start the app in fullscreen mode. Then if I go to windowed it stops. When I go back to fullscreen it isnt vsynced anymore. Can I remedy this?

38
Window / RenderWindow fullscreen.
« on: April 05, 2011, 08:59:02 pm »
Thanks =)

39
Window / RenderWindow fullscreen.
« on: April 05, 2011, 08:51:33 pm »
Is there a way to toggle between windowed and fullscreen at run time?

40
Graphics / SFML 2.0 RenderImage
« on: March 31, 2011, 10:32:34 am »
This does it as well. I see the blue background of the renderImage across the entire window but the images stop drawing approximately 600/700 pixels in?

Code: [Select]

int main(int argc, char *argv)
{

 if (!sf::RenderImage::IsAvailable())
    return -1;

 sf::RenderWindow window(sf::VideoMode::GetDesktopMode(), "SFML window");
 
 sf::RenderImage renderImage;
 if (!renderImage.Create(2048, 2048))
     return -1;


 Image image;
 image.LoadFromFile("image.png");
 Sprite tileSprite(image);
 
 while (window.IsOpened())
 {
    renderImage.Clear(sf::Color::Blue);

for(int x = 0; x<50; x++)
{
for(int y = 0; y<50; y++)
{
tileSprite.SetPosition(x*image.GetWidth(),y*image.GetHeight());
renderImage.Draw(tileSprite);  // sprite is a sf::Sprite
}
}

    renderImage.Display();

    window.Clear();

    sf::Sprite sprite(renderImage.GetImage());
    window.Draw(sprite);

    window.Display();
 }
return 0;
}

41
Graphics / SFML 2.0 RenderImage
« on: March 31, 2011, 10:18:57 am »
What is the ATI bug?

42
Graphics / SFML 2.0 RenderImage
« on: March 31, 2011, 09:51:35 am »
OS : WinXP
Graphics Card : Mobile Intel(R) 965 Express Chipset Family


Ill get back to with a minimal code project.[/code]

43
Graphics / SFML 2.0 RenderImage
« on: March 31, 2011, 09:31:26 am »
Quote

Yes, the same limit as sf::Image.


Out of curiosity, what would that be?

Quote
There are indeed some bugs, but I'm working on it so wait a few days and it should be better.
However you can explain your problem, to make sure you didn't do anything wrong.


I am doing everything in the documentation.

initialization:
Code: [Select]

renderImage.Create(1024,1024);
renderImage.SetSmooth(true);


render loop:
Code: [Select]

renderWindow->SetView(*scene->view);
renderWindow->Clear(sf::Color(25,122,200,255));

scene->renderImage->Clear(sf::Color(255,5,92,255));

//i do this for each tile
scene->renderImage.Draw(*tileSprite);


scene->renderImage.Display();
Sprite sprite;
sprite.SetImage(scene->renderImage->GetImage());
renderWindow->Draw(sprite);

renderWindow->Display();


What I get is a render image of the correct size in the correct position but only drawing a few of the tiles (the upper left quarter or so) when the exact same code on just the renderWindow draws all of the tileSprites.

44
Graphics / SFML 2.0 RenderImage
« on: March 31, 2011, 08:58:08 am »
Is there a limit on the size of a RenderImage?
Also, is this even stable in SFML 2 because im getting lots of strange behavior.

45
Graphics / Error when closing application?
« on: March 23, 2011, 10:51:45 am »
Windows XP
Visual C++ 2010
SFML 2.0

I dont really know what code to give you.   :cry:
The call stack doesnt point to my code at all.

It happens when I close the app. When I get rid of this:
Code: [Select]

stringstream ss; ss << "FPS: " << FRAMERATE; //FPS being your framerate int/float/whatever
sf::Text txtFPS(ss.str());
txtFPS.SetPosition(0, 0);

View view;
window->SetView(view);
window->Draw(txtFPS);


it doesnt crash in debug mode anymore. But it still crashes in release.

Pages: 1 2 [3] 4 5