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Messages - eXpl0it3r

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Network / Re: FTP cant download or upload
« on: June 24, 2020, 09:00:11 am »
1001 is an internal error code "Connection Failed" and if I check the implementation it seems to happen when it fails to make a connection.
Do you have the correct rights to upload/download stuff?

If you have SFML with debug symbols you could set a break point at the socket response and check what error the socket is returning.
Additionally, you could check the actual traffic on the wire with Wireshark or similar.

Audio / Re: How to disable audio's CPU information message?
« on: June 23, 2020, 04:24:55 pm »
vcpkg pulls in its own FLAC build, I guess when running in debug mode they also use a debug build for FLAC, thus you're getting those information on the terminal. If you switch to release mode then it should also be using FLAC in release mode and the information should not be displayed anymore.

When using the FLAC builts shipped with SFML, you won't see them, since we've built FLAC in release mode.

So I guess if you don't want those messages in debug mode, you'll probably have to check with vcpkg to not build FLAC in debug mode or similar.

You can't initialize SFML resources are global scope, which static initialization is, because the initialization and deallocation order of global objects is undefined and SFML itself does make use of globals to provide an unified API.

Audio / Re: How to disable audio's CPU information message?
« on: June 22, 2020, 07:05:26 pm »
That seems to originate from FLAC and hapens if DEBUG is defined.
Are you building everything in one solution? Or where did you get SFML and its dependencies from?

Graphics / Re: Maximum number of quads in a sf::VertexArray ?
« on: June 21, 2020, 02:28:15 pm »
Everything is built with certain limits. Sometimes it's a fixed limit, sometimes a physical one and other times it really depends on a mix of hardware and software.
I don't know if OpenGL sets a limit (maybe limited by an overflowing integer number), but your hardware/driver setup will slowly reach a frametime of 1s or more, so you have 1fps or less.
Instead of thinking of how to make sure to render everything, it would be probably better to think about, what you don't need to render once you're zoomed out. At one point a line is smaller than a pixel line anyways and then you have to decide how to merge these lines. Plus you also have to deal with some limits, then at some point you may not be GPU limited by rather CPU limited. ;)

DotNet / Re: SFML.Net Core???
« on: June 20, 2020, 09:37:16 am »
We could replace the "SFML.Net on OSX" page with "SFML.Net using .NET Core" as it applies to all OS.
Note that the nuget package doesn't contain macOS builds, so on macOS you still have to build SFML.NET yourself.

DotNet / Re: C#, How to code an entity Drawable and Transformable?
« on: June 19, 2020, 10:34:38 am »
Drawable is an interface while Transformable is a class, so you can derive from the Transformable class and implement the interface. See how it's done for the Sprite class.

General / Re: Failed to set DirectInput device axis mode: 1
« on: June 18, 2020, 06:00:45 pm »
Does it also "spam" that line in the console or only show it once?

Feature requests / Re: Use premake instead of cmake
« on: June 18, 2020, 01:22:40 am »
CMake is still the defacto standard for build system in the C++ library world, it's not perfect, but neither is any other tooling.
Using CMake does really full-fill your "bulletproof tasks"

1) Download SFML repository
2) Run cmake . && cmake --build . --target INSTALL or similar depending on the system in use

"I don't understand tool X so let's use tool Y instead" will cause you to waste a lot more time, than to invest some of that time into learning tool X. ;)

For the future, please don't try to hijack other threads with unrelated topics.

SFML development / Re: C++ standards
« on: June 17, 2020, 11:07:27 pm »
Given the time frame C++17 is what we're aiming for already, but with SFML 3.
Refactoring code without breaking API/staying SFML 2 compatible is an unnecessary burden.

I suggest you take a look at the currently planned Roadmap: https://en.sfml-dev.org/forums/index.php?topic=24372.0

General / Re: Sprite disappearing after recreating window
« on: June 17, 2020, 06:16:45 pm »
Are you still drawing it?

General / Re: Mouse Button Pressed and then Moved
« on: June 16, 2020, 02:07:28 pm »
You could track the mouse button state in a separate variable, so when you get a mouse moved event, you can check whether the mouse button is pressed or not.

Graphics / Re: Is it possible to reduce the size of a VertexBuffer?
« on: June 16, 2020, 08:37:54 am »
You'll have to call create on the VertexBuffer with a different size.
See also the example in the documentation: https://www.sfml-dev.org/documentation/2.5.1/classsf_1_1VertexBuffer.php#details

Graphics / Re: Undefined References
« on: June 16, 2020, 08:35:07 am »
What's your linker command look like?

If you can use a recording device as an input, then it's probably best to write your own recorder class, where you can access to the samples as they come in: https://www.sfml-dev.org/tutorials/2.5/audio-recording.php#custom-recording

You can use the setProcessingInterval (default 100ms) to get a lower latency, but you also need to keep in mind that the OS/OpenAL has limitations, so just setting it 0ms doesn't mean, that you're application will now have no latency whatsoever. ;)

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