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Messages - eXpl0it3r

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9076
General / Re: Massive performance boost after unknown event
« on: December 05, 2012, 08:30:23 pm »
Laurent meant that you should make a new issue on the issue tracker. ;)
I guess the pull request is also a nice way to share the possible changes, but an issue might work additionally too. ;)

9077
Audio / AW: Re: Using data forsaken into .mp3 file
« on: December 05, 2012, 08:18:42 pm »
I know, why did you tell me that?
Well you didn't say that you already know something, so we assume you know nothing... ;)

I don't really understand what you want... Are you looking for an application to convert audio files (e.g. Freemake Audio Converter) or are you looking for a lossless format (e.g. WAV, not sure if FLAC is supported) or do you want an equivalent to the MP3 (e.g. OGG as already mentioned and as you know alteady too)?
Give a specific question and you'll get a presiece answer.

Also the discussion about audio quality is quite controversal and you'll nearly always find both positions, so don't search for 'the truth', it doesn't exist and most of it is personal preferences. ;)

9078
Quote from: t.o.m.y
  • I don't have a hardware router.
What do you mean by that? ???
How do you connect the to the internet then?
What ports are you trying to use?

9079
Just for curiousity, do you have in mind which change fixed it?
Well there were changes for the Intel GPUs, so the RT would work with them, maybe that fixed it too. ;)

9080
Graphics / AW: Re: RenderTexture artifacts (Mac only)
« on: December 04, 2012, 01:02:45 pm »
I do clear with transparent color.
Also i do not create every time a new RenderTexture, i use the same, but i recreate it, if it have different dimensions.
Well if the render texture holds some junk and you "clear" it with a transparent color, the junk underneath will obviously still shine through...

I don't think it's possible to make a minimal example, we have a lot of code, and modified graphics package (only blend modes, and compressed textures). Artifacts somehow appear on the next loaded textures.
It is always possible and just a matter of will. You don't nessecarily have to take it from your code, but you can write a simple example from ground up. This has additionally the advantage, that one would notice, if it was caused by your modifications.

Generally the rule counts: If it's a problem with SFML, then it's reproducable with a minimal and complete example. ;)

9081
Graphics / AW: Re: RenderTexture artifacts (Mac only)
« on: December 04, 2012, 11:20:35 am »
I have a strange problem with Render Texture. I have a button with label on animated mesh, what i do:
1. create a render target with proper width and height.
Don't mix diffrent terms, otherwise it can get confusing quickly. ;)

When i repeat this for a couple times, i can see strange artifacts with other textures. They are valid, but memory is corrupted, or something like a sliced page in memory. I can see parts of textures from browser or else.
Although I've no idea why one would such strange things, the problem seems to be that you probably don't call rt.clear()...

Als rather than describing what you do you should provide a minimal and complete example.

9082
General / AW: Re: MS Visual C++ Express 2010 with SFML 2.0 and Windows 8
« on: December 04, 2012, 10:12:42 am »
However, looking at your Nightly Builds, it lists versions for Visual C++ 10 and 11.  What do the 10 and 11 signify?
The Visual Studio get a name with the year number where the versiin number slowly increases. With VS 2010 they got lucky and the year and version number matches, but with VS 2012 the version is 11, thus VC10 and VC11. ;)

9083
Graphics / AW: [Visual 2012] sf::Text - doesnt display
« on: December 04, 2012, 01:42:41 am »
Because with VS10 you used the SFML 2RC which is a few month old version and still has the default font. With VS 2012 you needed to recompile SFML and thus were uptodate with SFML 2 where the default font is removed.

9084
Window / Re: Creating a window crashes program.
« on: December 04, 2012, 12:37:11 am »
I did actually notice that and I thought it was weird, but I am definitely using the correct code.
Seriously, I've no idea what's going wrong, but it really seems like your setup is somewhere flawed, since I can build applications fine with MinGW GCC 4.7.2 (see my Nightly Builds which include examples built with it).

9085
General / Re: MS Visual C++ Express 2010 with SFML 2.0 and Windows 8
« on: December 04, 2012, 12:34:20 am »
Visual Studio 2010 and 2012 work perfectly fine on Windows 8. ;)

There aren't any official builds for VS10 though, so you'd have to build it on your own, or use my Nightly Builds. ;)

9086
Window / Re: Creating a window crashes program.
« on: December 03, 2012, 11:41:50 pm »
I tried recompiling it again. I'm pretty sure I'm using the correct version. This was in the debugger.
I also get a segmentation fault.
And you're 100% sure you're using the code posted in the first post?
Because the debugger seems to have the height of the window set to 32 and the BitsPerPixel to 2 which then results in a crash, since there's no video mode with 2 bits... ;)
So make sure you've that following code at window creation:
sf::Window window(sf::VideoMode(800, 600), "Hello World");

9087
Graphics / Re: Optimizing a lot of sprites
« on: December 03, 2012, 09:11:26 pm »
I can't apply the sf::Transform to the draw() call, because that call is never made. It's just pushed to the vertexarray, which then is drawn later. I there a way I could still use a sf::Transform for this?
Not exactly sure what's the problem and why the draw call is never made, but if you don't want to make the transformation directly you can write a class that wraps a sf::VertexArray and inherit from sf::Transformable and sf::Drawable and do all the magic inside that class, additionally you get about the same interface for your class as a sf::Sprite has. ;)

9088
Graphics / Re: Optimizing a lot of sprites
« on: December 03, 2012, 08:11:46 pm »
But I would like to use some of the convenience that sf::Sprite provides. Mainly scaling and rotation. How would I do that? Do I have to implement that myself?
Use a sf::Transform and pass it to the render state and apply that when calling draw(). ;)

9089
General discussions / Re: Unofficial Nightly Builds
« on: December 03, 2012, 06:05:34 pm »
Updated the Nightly Builds to the latest commit [288bc87d3a]
There might have been problems with the past TDM releases, but those should now be fixed. ;)

wich MinGW "distribution" do you recommend?

I´m using the official version from mingw.org
Never used TDM (It doesn´t include MSYS as far as I know)
Never heard of "rubenvb" distro
Well I'd really want to use the MinGW-w64 branch since the development seems to be a bit more active and they try to build a nicer MinGW, but since they are a bit more on the experimental side, it's not as glorious as the official version.
rubenvb is actually just a guy that also makes nightly builds but from the MinGW-w64 branch, so it's more recent that the official MinGW-w64 builds.
The TDM is at the moment now definitely out of the race since the official MinGW package has been updated to GCC 4.7.2, where TDM still uses the GCC 4.7.1-2; additionally it has the bad habit for linking statically on default and causing an error when -static-libstd is defined, which is very silly and needed an adjustment from my side to get SFML even to compile correctly.

Over all now that the official MinGW features GCC 4.7.2, I would recommend that one.

9090
Graphics / Re: Twitching graphics with tile based maps
« on: December 03, 2012, 05:15:14 pm »
I have changed my vertical synchronization settings on my gfx card so that it lets the application decide wether to use vsync or not. I have tested this game on three different computes and they all experience the same thing.
The cut the problem down to a minimal but complete example that reproduces the problem and post it here, so we can find out where your problem is. ;)

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