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Messages - Pixel_Outlaw

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16
SFML projects / Wireframe contest Graphics Demo
« on: May 24, 2011, 01:12:58 am »
Here is a little demo I made for a competition.
It creates a 3D Menger Sponge and plops the viewer in the middle.
It uses System, Window, and Audio libraries from SFML.
Raw OpenGL for rendering.




Uploaded with ImageShack.us

Windows .exe only (for now works OK in Wine)

http://www.filedropper.com/outlawoutline2011

17
Window / Compiler stops at OpenGL commands.
« on: May 18, 2011, 10:42:28 am »
Excellent, it now appears to get past the OpenGL lines.

Here is my current configuration...
http://imageshack.us/photo/my-images/101/workingc.png/

18
Window / Compiler stops at OpenGL commands.
« on: May 18, 2011, 10:16:57 am »
Ok, thanks for the help so far!

As you said I have located the .dll file
C:\Windows\System32\opengl32.dll


I tried to include the library by putting the following in Code::Blocks
Settings > Compiler and debugger > Global compiler settings > Search directories >  C:\Windows\System32

I have the feeling that I did something incorrectly. I've not had much practice including files in Code::Blocks.
 :oops:

19
Window / Compiler stops at OpenGL commands.
« on: May 18, 2011, 09:09:37 am »
I see.

I've never had to include the OpenGL library. (Before I used Blitzmax for OpenGl development which sort of wrapped OpenGl easily).

If it is not too much trouble, can you explain how to set this up?
It might be something to add to the OpenGL section of the Window library tutorial if you get some free time.

I'd like to get some fancy 3D going soon.  :wink:

20
Window / Compiler stops at OpenGL commands.
« on: May 18, 2011, 08:31:43 am »
Hello!

I'm trying to get OpenGL working with SFML.
I have followed the tutorial for installation of SFML with Code::Blocks.

The problem comes when I try to call OpenGL. I have a bunch of "undefined references" in my debug window. The compiler has no problem working with the window library, however it fails when "gl" commands are reached within the code. I assumed that the implementation of OpenGL existed within the Window library. Is this not the case?

I'm on a laptop:
Windows 7 (64 bit)
Amd Phenom II N660 Dual-Core
4 GB RAM
Ati Mobility Radeon HD 4200 graphics

21
General / Looking for a SFML demo.
« on: April 28, 2011, 06:50:30 am »
Doh.

Thanks.  8)

22
General / Looking for a SFML demo.
« on: April 28, 2011, 03:20:48 am »
Some time ago I downloaded a demo that showed some of the effects that SFML could produce. I have a public presentation soon and was wondering if anyone could recall where it was posted. It had a spinning cube, and some shader effects.

Thanks for the help.

23
System / Text entry field object.
« on: March 15, 2011, 07:49:59 pm »
Thanks for the help.  :D

24
System / Text entry field object.
« on: March 15, 2011, 09:34:17 am »
I know that SFML was not created with text editing in mind. With that said I wonder how painful it would be to create a simple text entry field like object using SFML for keyboard detection?

Click the object to activate keyboard polling then capture keyboard strokes as if it were a normal GUI element.

I can create such an object, but the real question is how to capture keyboard strokes and turn them into string characters in real time. I want to make a very basic way to allow my users to enter string data.

25
Graphics / My fake Text console is pretty slow...
« on: February 21, 2011, 09:18:56 am »
Yes, I did with very similar results.
I'm using Code::Blocks running in release mode.

If you wish to test it for yourself, I have posted a link to my code and sprite there in the first post. I am using an older computer.

I'll admit that I don't know a lot about Code::Blocks but did my best to configure it for both debug and release modes according to the SFML tutorial.


ALSO,

I've found that I can draw 60, 80 character monochrome strings with acceptable results. I may just skip the colored text option. The problem then becomes getting a pixel perfect font that is 8x8 characters like the old DOS windows.

This is less than ideal but I suppose it will have to do since drawing thousands sprites is so darn taxing.

26
Graphics / My fake Text console is pretty slow...
« on: February 21, 2011, 01:11:08 am »
Thanks for the responses.

Would the SFML binding of OpenGL be worth looking into for this? I'd like to ask before I start because OpenGL has a habit of making simple things overly drawn out...

I really wonder how old systems were made to handle this kind of thing yet modern ones struggle...

27
Graphics / My fake Text console is pretty slow...
« on: February 20, 2011, 07:57:20 am »
I've been thinking about making one of those text only games. I want to mimic the early DOS games where everything is made of text. I thought SFML would be a good choice as it handles graphics and user input. I want a text buffer of 64 characters across by 48 characters down. I have it working but as you can see from the FPS display I'm getting less than 20 frames per second.

Here is a picture of a randomized output....

This display is like ANSI. Each character in the window should have a background color and a foreground color.



Here is my entire source...
http://www.filedropper.com/copyofsfmlconsole

28
Graphics / Sharing sprites between instances as Static data?
« on: February 01, 2011, 08:13:10 am »
Thanks again Laurent.

Also thank you for fixing my code. I'm still learning C++ for this school project. I wanted to show my programming class that coding can be something much more than just playing inside a black console window. So I'm going to recommended your library to the class through my project. Most of my fellow students don't enjoy programming simply because they have nothing to do with it. This should provide them a simple example of what you can do with C++ and a good cross platform library.

29
Graphics / Sharing sprites between instances as Static data?
« on: February 01, 2011, 07:18:57 am »
Here is a sample of my C++ code to attempt to share a single sprite between instances of a class. I want to avoid the redundancy of having each object own a copy of the same image.


Code: [Select]

class Rock
{
    public:
        Rock();
        int x;
        int y;

        Rock(int new_x, int new_y, sf::RenderWindow * the_window);
        ~Rock();

        void update();

        // hold a static sprite for all rocks
        static sf::Image my_image;
        static sf::Sprite my_sprite;

        // hold the window to draw to
        sf::RenderWindow* my_window;
};

// define static variables

????????????????????????



My problem is that sprites must be loaded when created and the static implementation  wants one created on the fly. The rocks need to have an image associated with them an also that image as the sprite's image. I'm a bit new to the concept of static data so forgive me of my code is just off the wall. I'm working from a tutorial that used simple ints. The image for the sprite exists in "resources/sprites/block.png".

From my understanding of static data defined outside the class to which it belongs.

type Class::member_data = value
...
sf::Image Rock::my_image = ??? <- What goes here to assign a new image?

30
Window / Game engine object "owning" a window?
« on: January 30, 2011, 11:58:48 pm »
Thanks very much. That seems to have solved the problem.

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