Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - eXpl0it3r

Pages: 1 ... 621 622 [623] 624 625 ... 640
Graphics / Re: sf::RenderTexture positioning?
« on: May 24, 2012, 12:44:56 pm »
I don't think Laurent deletes threads, thus if anyone ever finds this thread the solution would be to call display() on the render texture. ;)

DotNet / Re: Speed test
« on: May 24, 2012, 12:33:50 pm »
I don't have a profiler in my visual studio express  :'(
Hmmm is there a profiler in Visual Studio? I'm using the Ultimate version although I don't really use its power. For profiling there are free options, like the AMD CodeAnalyst Performance Analyzer.
Although it's from AMD for AMD chipsets it also works fine on intel proccessor. ;)

General / Re: Max Framerate
« on: May 24, 2012, 12:26:04 pm »
A quick search for 'fps' would have lead you to many many topics about strange FPS behaviour. Many things can't be explained and they may be diffrent on diffrent systems...

Keep in mind setFramerateLimit does not guarantee a fixed frame limit but it also should prevent a fps doubling.
A drop from 3000 to 500 can be quite normal, because there's a big differences between doing nothing and drawing.

To confirm that it's not a mistake in your code where you calc the fps, you should provide it.

SFML pre-RC version
Additionally being up to date can't hurt. ;)

DotNet / Re: Speed test
« on: May 23, 2012, 10:32:32 pm »
I'm testing a lot of things and I can not found the bottleneck  :-\

Just run a profiler and you'll have you're answer asap... ;)

DotNet / Re: Speed test
« on: May 23, 2012, 08:17:18 pm »
1) What's the optimal way to do SetPixel and GetPixel from a Texture? (in the previous versions I only use "Images" (there's no Textures), and for create some basic images, I use SetPixel method)

setPixel is slow and shouldn't be used extensivly.
The fastest method would be, as Laurent has been writing all over the forum, using your own pixel array and call the update(...) function on a texture.

2) How I must use Texture.Bind method? Why the old version doesn't have this method and draw faster anyway?
3) I notice that if I use "Texture.Bind" on every image that I load, these images may sometimes overrides my RenderTextures. Is it ok?
Do you even know what this method does and why and when you should call it? Or do you just call it at random?

System / Re: Very low FPS
« on: May 22, 2012, 10:49:03 pm »
Is there something in SFML 2.0 that drastically changes FPS performance from SFML 1.6? Because all I have done really is change the code to fit the syntax of SFML 2.0.

It always depends on your code and since we have no idea what you're doing, we can't help, except pointing towards a profiler... ::)

General / Re: SMFL gets terminated right away?
« on: May 22, 2012, 10:16:54 am »
This is a very common problem for new C++ programmers, and not related to SFML.

Which means, read a book about C++ and learn the language before you want to do crazy stuff with SFML. ;)
Also bumping posts isn't really apprecieated...

If you need help instantly there are always IRC C++ channels on quakenet, freenode etc.

I send the Test program to another friend that was actually online, he has a bigger
problem... same code like posted before -> Can't open the Window, its minimzed, and
don't comes in the foreground... only the console is in the foreground, I was with teamviewer
on his desktop, and I can confirm it...

I bet his screen resolution was smaller than the size of the window (either vertically or horizontally) the window then won't get displayed. I think Laurent will fix this, at least he stated this in another forum post.

I've looked at your video again and I see that you've changed your taskbar apperance to the old taskbar style. Does it lag too if you use the normal one?
Also is this caused by another application, because I couldn't find that option.

Have you test SFML 2.0 Application too and have you really made sure that it dont "laggs"?
That's what I was say...

The Code, how I written before, is really standard code:

Why did you then say you've used some code from another old tutorial? ???

I'm using Win7 too and I don't experience anything like this for any SFML application.
Must either be on of your installed applications or hardware that doesn't do what you want. ;)

General / Re: Strange linking problem: gcc/linux
« on: May 14, 2012, 07:54:38 am »
*Edited formatting
You can also use 'code=cpp' to highlight your code. ;)

For your problem, don't us SFML 1.6. It has a few bugs and SFML 2 has already a RC which means there will be very soon a release.
If you're new to SFML it will only cost you much time to learn the SFML 1.6 only to have to relearn the way SFML 2 works.

symbol lookup error: /usr/local/lib/libsfml-window.so.1.6: undefined symbol: _ZN2sf7Unicode11UTF8OffsetsE
It seems you have an outdated library where the function Unicode11UTF8Offsets... isn't defined.
I'm not sure which part of SFML uses this function an why it only happens from time to time, but like I said: use SFML 2.

sf::Texture replaces the old sf::Image but since sf::Texture is now a real texture on the GPU it looses some properties. The most important factor is, that you can't edit a pixel directly on a sf::Texture but you can with a sf::Image.
But otherwise just use sf::Texture from now on. ;)

Graphics / Re: Strange Event.mouseButton.x / y behaviour?
« on: May 14, 2012, 07:44:05 am »
The problem is that you only check if sf::Event::MouseMoved happens. If it does you can obviously use event.mouseMoved.x/y to get the coordinates, but you can't use event.mouseButton.x/y because that event didn't happen.
You can't catch/process two events at the same time.

Also it's often easier to just use the global sf::Mouse object.

I guess only people who understand what you're talking about should be interested in this, right? ;D

General / Re: How can I make .exe?
« on: May 14, 2012, 12:36:34 am »
Well, you're missing SFML's DLLs. May we see your source code?
Then why did he write:
Also, I linked SFML lib files statically (there is no DLLs).

I found source of the problem. I forgot putting the data files (in-game resources) into my exe folder.
That's what I was talking about.

For the icon part, just use a bit more of google's magic, I'm sure you'll end up with some stack overflow thread.

Btw. the Source Code contains only the Render part (copy & paste from tutorial)
and 2 console outputs! Nothing else!

Could you still provide the code please? Because I don't want to read though the tutorial to understand what's going on.

Also have you ever thought about that using WinAPI with SFML is maybe deapreciated. I mean you're using a tutorial for SFML 1.5, althought has changed since then.

The only reasonable explenation would be that the message queue gets spammed somehow...
Use a debugger and a profiler to figure out what's really going on.

Pages: 1 ... 621 622 [623] 624 625 ... 640