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Messages - eXpl0it3r

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61
DotNet / Re: Mouse Scroll Direction
« on: February 07, 2024, 10:29:10 am »
The zooming itself works just fine, with one exception:
It doesnt matter where i scroll, the way it scroll is kind of random (meaning i haven't found a pattern)
You mean the direction is random?

62
General / Re: Can't get SFML on VS 2022
« on: February 07, 2024, 08:48:42 am »
Make sure to not just follow the pictures, but also what's written in the tutorial.

Personally, I can very much recommend using the CMake Template Project, as it will setup and link SFML automatically and you don't have to fiddle with IDE configurations.

63
This is really cool! :)
Always good when project spiral out of control into something great! ;D

Do you have any specific goal with it, or just continue playing around?

Btw. for screen recording I highly recommend using OBS Studio, it's free and it's not just for streaming, but also great to just capture some video and doesn't add any watermark

64
General discussions / Re: iOS and ANdroid support?
« on: February 05, 2024, 09:41:24 am »
There have been lots of improvements for both platforms, but as Erid said, we're still stuck on OpenGL ES 1 and thus you won't get shader support, the rest should be working pretty good.

65
Graphics / Re: load font error -
« on: February 05, 2024, 09:38:23 am »
Sounds more like you have some non-valid UTF-8 characters in your source code files.

Do you use any special characters? What encoding did you use on the source files?

66
Better yet, don't use multiple threads. There are a lot of things to get wrong and many things you have to understand in order to effectively use multiple threads (mutex, locks, race conditions, resource synchronization, etc.).

There's also little need to have a separate thread to "clean the window from all the objects". Just add some more logic to your existing loop to no render anything in such a case.

67
Graphics / Re: LineStrip VertexArray and ConvexShape problem
« on: February 01, 2024, 02:40:35 pm »
The image isn't accessible.

Did you make sure that the shape is convex and not concave?

68
General / Re: SFML on Raspberry Pi?
« on: January 31, 2024, 04:11:38 pm »
Entering the error message into a web search lead me to: https://askubuntu.com/questions/456689/error-xdg-runtime-dir-not-set-in-the-environment-when-attempting-to-run-naut

Maybe you need to first correctly configure your xserver or similar.

Not sure what flags were used to build the SFML in to package manager, if you build from source, you could also enable DRM support if you don't want to use X11

69
No idea either.

What kind of texture are you loading?
What if you run it with a debugger attached outside of VS?

70
General / Re: First SFML project
« on: January 30, 2024, 11:35:08 pm »
Congrats on getting the first project done! :)

Can you a bit more specific, what exactly you're looking for with "optimize the code"?

71
Feature requests / Re: Mipmapping for OpenGL texture creation?
« on: January 30, 2024, 07:59:01 am »
Not exactly sure what we gain from that necropost, but just in case you missed it, SFML can generate mipmaps: sf::Texture::generateMipmap(). ;)

72
System / Re: Process finished with exit code -1073741515 (0xC0000135)
« on: January 29, 2024, 08:39:05 am »
Add the sfml directory and mingw directory to the system path env variable
...
error LNK2019 mean  the library cannot be found during the link process
LNK errors indicate that MSVC is being used, so MinGW is irrelevant at this point

73
Graphics / Re: Drawing Vertex Array with big Texture
« on: January 28, 2024, 06:00:23 pm »
I've noticed that this cannot be used immediately and requires a little bit of preparation first (albeit not much).
I don't know the exact requirement for preparation before this method can be called. However, creating an sf::RenderWindow first does seem to work. Just creating a sf::Context doesn't help.
What version are you on?

I've fixed an issue with sf::Texture::getMaximumSize() in 2.6.1: https://github.com/SFML/SFML/pull/2603

74
Graphics / Re: Drawing Vertex Array with big Texture
« on: January 26, 2024, 01:27:56 pm »
That depends on your GPU (and your driver), you can query it with sf::Texture::getMaximumSize()

75
Feature requests / Re: Does SFML support the Vulkan API on Android?
« on: January 26, 2024, 08:12:41 am »
The SFML graphics module currently uses OpenGL, respectively OpenGL ES on mobile, for all the graphics.

As on the desktop, you should be able to create a sf::WindowBase that doesn't give you an OpenGL context and call createVulkanSurface to create a Vulkan surface.
Beyond that, you're on your own to implement everything else Vulkan.
Feel free to check out the Vulkan example in the repository: https://github.com/SFML/SFML/tree/master/examples/vulkan

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