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General discussions / Re: SFML 2.0 RC
« on: September 29, 2012, 12:37:20 am »Are you using the express edition by any chance?Well this could likely be, since I'm using Visual Studio 12 Premium (thanks university!).
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Are you using the express edition by any chance?Well this could likely be, since I'm using Visual Studio 12 Premium (thanks university!).
Don't know, might have done something wrong cause it just didn't want to generate the needed files. Gave some error I don't remember but that didn't make sense.Yeye it's always the fault of the software...
Though cmake don't like Visual Studio 11 yet(2012)What do you mean by that?
and it works with the 64bit libraries...I guess you meant 32bit libraries.
When I do the same on my project, it does not work.You've either some mistakes in your project setup or you've compiled the libraries with wrong settings.
It is very strange, that the same code works with the 32 bit version, but not with the 64 bit...
I loaded this version of SFML: Windows - Visual C++ 2008 (7.20 MB)Those who can read have a clear advantage. FRex had already pointed out to read the tutorial where everything would've been explained.
when I open CMake and I have to choose where to finde the source code, I just the folder where the whole project is located:
When I try to compile I get this error message:
"CMake Error: The source directory "C:/SFML2.0/cmake/Modules) does not appear to contain CMakelists.txt.
Specify -help for usage, or press the help button on the CMake GUI."
Maybe I have the wrong installe package of SFML?
EDIT: I searched the whole package for a CMakelists.txt but I haven't found it!
Ok, I've added include guards and made loop more eye-friendly.Yeah I noticed, I was editing too.
However, I found more interesting bug which I was debugging for ~2 hours. I found that you can't draw text using a default font in 1 thread while in second one work on text with the same font. What I was doing was displaying loading screen in main thread while in second load resources. When I used something like getLocalBounds() on a text (not the same text variable, just the same font - default one) in a second thread then font became damaged - some characters like 'I' were missing whenever I wanted to draw text with default font.Doesn't really matter anymore, since the default font is removed in the latest commit. Also there have been many similar bug reports already (search in the forum), so you can check out the known issues on github.
UB bugs are really hard to debug, it seems like index-out-of-bounds write so some character sprites are damaged(?) I don't know anything else that could do such thing. Maybe later I'll try to get minimal bug-reproducing code for this bug.