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Topics - mercurio7891

Pages: [1] 2
1
Window / [OSX] Window.getPosition return wrong coords
« on: November 16, 2012, 05:42:47 am »
In OSX, Window.getPosition() always return the coord (0, 900) despite manually setting or moving the window.

Here is a code example

#include <SFML/Window.hpp>
#include <SFML/OpenGL.hpp>
#include <iostream>

int main(int argc, char** argv)
{
    sf::ContextSettings context_settings(16, 0, 0, 3, 1);

    sf::Window window(sf::VideoMode(1024, 768),
        "SFML - OpenGL Test", sf::Style::Default, context_settings);

    window.setPosition(sf::Vector2i(50, 50));

    glClearColor(0.39f, 0.58f, 0.93f, 1.0f);

    bool running = true;

    while (running)
    {
        sf::Event event;

        while (window.pollEvent(event))
        {
            if (event.type == sf::Event::Closed)
            {
                running = false;
            }
            else if (event.type == sf::Event::Resized)
            {
                glViewport(0, 0, event.size.width, event.size.height);
            }
            else if (event.type == sf::Event::KeyPressed)
            {
                if (event.key.code == sf::Keyboard::A)
                {
                    printf("Window Position - %i, %i\n",
                        window.getPosition().x, window.getPosition().y);
                }
            }
        }

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        window.display();
    }

    return EXIT_SUCCESS;
}
 

Pressing the key 'A' always prints the following output:
Window Position - 0, 900
Window Position - 0, 900
 

I am using the build from the source repository.

P.S another side question. I notice that setPosition takes a signed integer. Does it means it can accept negative coords. If it does, how does the negative coord affect window placement? In OSX, if i do setPosition({-50, -50}) the window wrap to the bottom right instead of the top left.

2
General / [OSX] sfml 2.0 RC and opengl 3.2
« on: November 09, 2012, 08:56:12 am »
Following this thread

http://en.sfml-dev.org/forums/index.php?topic=9083.msg61236#msg61236

and after adding the following code to SFContext.mm to the function SFContext::createContext

// Add support for OpenGL 3.2 on Mac OS X Lion and later
    if (settings.majorVersion > 3 || (settings.majorVersion == 3 && settings.minorVersion >= 2)) {
        attrs.push_back(NSOpenGLPFAOpenGLProfile);
        attrs.push_back(NSOpenGLProfileVersion3_2Core);
    } else {
        attrs.push_back(NSOpenGLPFAOpenGLProfile);
        attrs.push_back(NSOpenGLProfileVersionLegacy);
    }

 

It gives the following error upon attempting to create a opengl 3.2 context

2012-11-09 15:42:08.715 sfml-test-d[8498:5503] invalid share context
2012-11-09 15:42:08.717 sfml-test-d[8498:5503] invalid context
Error. Unable to create the context.
Failed to activate the window's context
Failed to activate the window's context
......

My mac does support opengl 3.2 core profile.

3
Graphics / [OS X] Lion and opengl 3
« on: October 29, 2011, 12:18:22 pm »
Hi, just wanted to ask any mac user out there if Lion officially support opengl 3 contexts?

I heard rumors on the web that Lion have supports up till 3.2 contexts.

However I can't seems to create SFML using a 3.[0|1|2] context. It always defaults to a 2.1 context

My hardware does support opengl 3.3 as I have created a 3.3 context in windows using boot camp

regards

4
General / How to link to SFML 2.0 statically
« on: October 26, 2011, 07:20:08 am »
Hi I tried linking the code to the sfml static libs but I am still getting a lot of undefined symbols. Am I forgetting to include any libraries or something?

Code: [Select]

g++ -DSFML_STATIC -c -fmessage-length=0 -DDEBUG -O0 -g3 -gdwarf-2 -I/SDKs/Sfml.sdk/sfml-01254d4/include/ -Wall -Wno-missing-braces main.cpp -o debug/main.o

g++ -DSFML_STATIC -c -fmessage-length=0 -DDEBUG -O0 -g3 -gdwarf-2 -I/SDKs/Sfml.sdk/sfml-01254d4/include/ -Wall -Wno-missing-braces -MM -MP -MT debug/main.o main.cpp -o debug/main.d

g++ -framework OpenGL -framework Cocoa -gdwarf-2  -L/SDKs/Sfml.sdk/sfml-01254d4/lib/ -o debug/sfml-test-d debug/main.o -lsfml-graphics-s -lsfml-window-s -lsfml-system-s

Undefined symbols for architecture x86_64:
  "_LMGetKbdType", referenced from:
      sf::priv::HIDInputManager::LoadKey(__IOHIDElement*)     in libsfml-window-s.a(HIDInputManager.mm.o)
  "_IOHIDElementGetUsagePage", referenced from:
      sf::priv::HIDInputManager::LoadMouse(__IOHIDDevice*)     in libsfml-window-s.a(HIDInputManager.mm.o)
      sf::priv::HIDInputManager::LoadKeyboard(__IOHIDDevice*)      in libsfml-window-s.a(HIDInputManager.mm.o)
  "_TISCopyCurrentKeyboardLayoutInputSource", referenced from:
      sf::priv::HIDInputManager::HIDInputManager()in libsfml-window-s.a(HIDInputManager.mm.o)
  "_kTISPropertyUnicodeKeyLayoutData", referenced from:
      sf::priv::HIDInputManager::HIDInputManager()in libsfml-window-s.a(HIDInputManager.mm.o)
  "_TISGetInputSourceProperty", referenced from:
      sf::priv::HIDInputManager::HIDInputManager()in libsfml-window-s.a(HIDInputManager.mm.o)
  "_IOHIDDeviceGetProperty", referenced from:
      sf::priv::HIDInputManager::GetLocationID(__IOHIDDevice*)      in libsfml-window-s.a(HIDInputManager.mm.o)
  "_IOHIDManagerCreate", referenced from:
      sf::priv::HIDJoystickManager::GetInstance()     in libsfml-window-s.a(HIDJoystickManager.cpp.o)
      sf::priv::HIDJoystickManager::HIDJoystickManager()in libsfml-window-s.a(HIDJoystickManager.cpp.o)
      sf::priv::HIDJoystickManager::HIDJoystickManager()in libsfml-window-s.a(HIDJoystickManager.cpp.o)
      sf::priv::HIDInputManager::HIDInputManager()in libsfml-window-s.a(HIDInputManager.mm.o)

.... and more of it

5
Window / When is the global shared context created??
« on: May 13, 2011, 08:53:27 am »
Hi, does sfml creates a global context for sharing. When is this global context created? Is it created when a sf::Window is created?

e.g

Code: [Select]

On first create of sf::Window
    create shared global context
    create render context and share with the global context


regards

6
Window / sf::RenderWindow opengl version vs glGetString(GL_VERSION)
« on: May 04, 2011, 07:44:13 pm »
hi, in sfml2 on windows, is anyone getting a different version from glGetString(GL_VERSION) versus the one reported back by sf::ContextSettings?

I created a RenderWindow with 2.0 context, but glGetString always report back as version 3.3

I was wondering if this happens only on my machine or is it happening to others too?

regards

7
Window / anyway to set the version sf:Context is created against?
« on: April 30, 2011, 09:19:43 pm »
Is there anyway to set the sf::Context to be created to a specific opengl version?? For e.g 4.0 or maybe 2.1

regards

8
Window / opengl resources and context sharing
« on: April 12, 2011, 12:51:22 pm »
hi, is it possible for resources to be shared?? suppose I have one render context created on thread 1, and in thread 2 I attempt to do a glBindBuffer command etc. would it work??

regards

9
Window / [SFML2][OSX] Create another window after closing the first
« on: March 31, 2011, 09:03:54 pm »
Hi, in OSX for sfml2, how do i create a window, close it, and recreate it again??

I did something like:
Code: [Select]


////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <cstdlib>
#include <cstdio>
#include <iostream>
#include <SFML/System.hpp>
#include <SFML/Window.hpp>
#include <SFML/OpenGL.hpp>

////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
void WindowFunction()
{
    // Create the main window
    sf::ContextSettings Settings;
    Settings.DepthBits         = 24; // Request a 24 bits depth buffer
    Settings.StencilBits       = 8;  // Request a 8 bits stencil buffer
    Settings.AntialiasingLevel = 0;  // Request 2 levels of antialiasing
    Settings.MajorVersion      = 3;
    Settings.MinorVersion      = 3;
    sf::Window App(sf::VideoMode(1024, 768, 32), "SFML OpenGL", sf::Style::Close, Settings);

    Settings = App.GetSettings();

    std::cout << "DepthBits " << Settings.DepthBits << "\n";
    std::cout << "StencilBits " << Settings.StencilBits << "\n";
    std::cout << "Antialiasing Level " << Settings.AntialiasingLevel << "\n";
    std::cout << "Opengl Version " << Settings.MajorVersion << "." << Settings.MinorVersion << "\n";

    // Set color and depth clear value
    glClearDepth(1.f);
    glClearColor(0.176f, 0.196f, 0.667f, 0.0f);

    // Enable Z-buffer read and write
    glEnable(GL_DEPTH_TEST);
    glDepthMask(GL_TRUE);

    // Setup a perspective projection
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(90.f, 1.f, 1.f, 500.f);

    // Start game loop
    while (App.IsOpened())
    {
        // Process events
        sf::Event Event;
        while (App.GetEvent(Event))
        {
            // Close window : exit
            if (Event.Type == sf::Event::Closed)
                App.Close();

            // Escape key : exit
            if ((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::Escape))
                App.Close();

            // Resize event : adjust viewport
            if (Event.Type == sf::Event::Resized)
                glViewport(0, 0, Event.Size.Width, Event.Size.Height);
        }

        // Set the active window before using OpenGL commands
        // It's useless here because active window is always the same,
        // but don't forget it if you use multiple windows or controls
        //App.SetActive(true);

        // Clear color and depth buffer
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // Finally, display rendered frame on screen
        App.Display();

        //App.SetActive(false);
    }
}

int main()
{
WindowFunction();

WindowFunction();

return EXIT_SUCCESS;
}


if i press 'esc' to close the first window, it aborts with a seg fault. If I press the 'cross' button at the top left corner of the first window, it aborts with a pure virtual function call error.

regards

10
Window / [SFML 2] Set window focus
« on: March 13, 2011, 05:24:22 am »
hi, is there any way to set the window focus? After creating my window, the window is always not in focus (e.g it doesn't capture key press event), and I have to click on it to set it as the focus.

regards

11
Window / Getting/checking the availability of opengl version
« on: February 13, 2011, 08:10:13 am »
Hi, I was wondering is there anyway to get/check the availability of an opengl version context without having to create a sf::Window??

regards

12
Window / sf::ContextSettings, opengl version hint
« on: January 29, 2011, 04:27:54 pm »
hi, I have a nvidia 8600 which can support opengl 3.3, however no matter what value i put as the value for the major, minor parameters in ContextSettings, it always create a opengl2.0 context instead.

Is there something I am missing out?

regards

13
Window / SFML2 SetActive() Failed to activate window context
« on: January 18, 2011, 12:27:59 pm »
Hi, I create a simple app and in the main loop when i do

App.SetActive(true);

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

App.Display();

App.SetActive(false);

When running, it output on the console "Failed to activate window context". If I comment away App.SetActive(false); everything is normal.

Why is it that calling App.SetActive(false) would produce that error? Is there a change in the proper usage of SetActive() in SFML2.0?

P.S: this problem did not appear in SFML1.6

regards.

14
General discussions / SFML 2.0 cmake installation and VS2010
« on: January 18, 2011, 10:44:57 am »
the code and source compiles fine. However I am having problem with the installation step which moves the files to a specified location as stated in the CMAKE_INSTALL_PREFIX.

after running cmake the VS2010 sln will include a project call "INSTALL" which I assume would install the files to the proper location. However when I compile the project "INSTALL" it gave an error saying "can't find the batch label specified - VCReportError"

Is there something I am missing out?

regards

15
Window / SetPosition and mutex. Anyway inbuilt way to avoid?
« on: January 15, 2011, 06:40:50 am »
Hi, is there anyway inbuilt thread safe flag in sfml which I can specify to allow calls to be thread safe? or do I have to manually wrap every sfml call with a mutex.

for e.g sf::Window::SetPosition which can be access from multiple thread.

Must I have a mutex for every SetPosition call?

regards

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