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Messages - tntexplosivesltd

Pages: 1 [2] 3 4 ... 11
16
Window / sf::Event return key pressed
« on: May 28, 2011, 11:44:38 am »
I realised I don't need scan codes, I need to get the character that the user entered.
I know about extended ASCII, I am using the extended Windows-1252 set (the most common I am told).
So I need to find out what ASCII character the user endered in. I'm not sure how european keyboards differ from ours, so I might just be able to use UTF-8 (well, the first 127 characters of UTF-32). I users to be able to use the letters with accents and thinks like that, if they need to.

17
Window / sf::Event return key pressed
« on: May 28, 2011, 06:10:29 am »
Nono, the whole point of me using ASCII was for the extended ASCII.

18
Window / sf::Event return key pressed
« on: May 28, 2011, 05:08:28 am »
Hmm, that uses unicode. I am only wanting to use ASCII (I am writing my own text methods with OpenGL).

19
Window / sf::Event return key pressed
« on: May 27, 2011, 06:07:43 pm »
Well, I want to make it so that the user can type in a text area.

20
Window / sf::Event return key pressed
« on: May 27, 2011, 05:17:44 pm »
Hi there
Is there any way to get sf::Event to return the scancode of the key that was pressed?
Thanks

21
Graphics / SFML screenshot quality
« on: May 09, 2011, 03:16:43 pm »
Yes! That fixed it!
I guess that the .jpg quality is okay, I must be hard to please  :D

22
Graphics / SFML screenshot quality
« on: May 09, 2011, 03:03:24 pm »
The screenshots I take with .jpg are not very clear.
I've tried using .PNG, but it saves the background colour (what I have set glClearColor to) as transparent. Can I tell it not to?

23
Graphics / SFML screenshot quality
« on: May 09, 2011, 02:54:27 pm »
:(
Will changing the quality be available in SFML 2?
What image format can I use that isn't as huge as .bmp?

24
Graphics / SFML screenshot quality
« on: May 09, 2011, 02:41:54 pm »
Hi there!
Is there any way to specify the quality of a .jpg screenshot when you save it using SFML? I want high-quality screenshots, but I don't want huge bitmap files being created.
Thanks in advance!

25
Graphics / sf::Text not rendering properly
« on: May 09, 2011, 08:56:59 am »
Quote from: "Laurent"

Sorry, it's not that bug. This one happens with all versions of the driver, indeed.

I hate ATI -_-

26
Window / X error on program exit
« on: May 09, 2011, 02:39:21 am »
Hmm. I'm using Arch on a netbook (the Acer Aspire One D255), and when I close my program I get the following error:
Code: [Select]

X Error of failed request:  BadDrawable (invalid Pixmap or Window parameter)
  Major opcode of failed request:  137 (DRI2)
  Minor opcode of failed request:  7 (DRI2GetBuffersWithFormat )
  Resource id in failed request:  0x2200006
  Serial number of failed request:  187
  Current serial number in output stream:  187

Is this the code's fault, or is it xf86-video-intel's fault?
Thanks

27
General / Delay using Clock
« on: May 08, 2011, 10:47:34 pm »
Yes, you are right that the clocks increments ITSELF after the last time it was reset.
There is a tiny problem in the way you are testing whether the correct amount of time has passed.
You code looks like this:
Code: [Select]

    // Spawn Rings
         
      time +=   ElapsedTime;
     
      if (time >= DELAY_TIME)
      {
         
         // Add ring sprite to the ringSpawn vector
         
         ringVec.push_back(Ring);
         
         // Give that ring a random y co ordiante
         
         spawnIterator->SetX(0);
         spawnIterator->SetY(rand_Y);
         
         // Increment iterator
         
         spawnIterator++;
         
         // Reset the clock
         
         Clock.Reset();
         
         
      }

The problem is that when you first start the game, the elapsed time is very very small.
Instead of that, change your code to this:
Code: [Select]

    // Spawn Rings
         
      time +=   Clock.GetElapsedTime();
     
      if (time >= DELAY_TIME)
      {
         
         // Add ring sprite to the ringSpawn vector
         
         ringVec.push_back(Ring);
         
         // Give that ring a random y co ordiante
         
         spawnIterator->SetX(0);
         spawnIterator->SetY(rand_Y);
         
         // Increment iterator
         
         spawnIterator++;
         
         // Reset the clock
         
         Clock.Reset();
         
         
      }

That way, the time between spawns will always be DELAY_TIME, even if there is lag suddenly somewhere. In the first example, you take a snapshot of the time taken for one loop at the very beginning of the game, before the main loop has started, This will always be a VERY small number.
This should fix some of the errors you are getting.
I'm not sure what you did after the first post, but what I suggested shouldn't have caused that at all.

28
General / Intercept SFML errors
« on: May 08, 2011, 04:30:08 pm »
Cool, thanks for that!

29
General / Intercept SFML errors
« on: May 08, 2011, 03:52:00 pm »
Hi there
Just wondering if there is a way of intercepting SFML error messages (I assume they are bound for stderr or sdtout).
I want to be able to display errors on the screen, rather than have them go to the console.
Thanks in advance.

30
General / Delay using Clock
« on: May 08, 2011, 03:48:28 pm »
You aren't incrementing Time anywhere, by the looks of it.
In you main loop, somewhere, you need:
Code: [Select]

   Time += Clock.GetElapsedTime();

Hope that fixes it.

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