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Messages - SamuraiCrow

Pages: 1 [2] 3
16
Graphics / Unable to load images
« on: May 21, 2009, 02:36:49 pm »
Quote from: "HannesP"
So the problem is that the base path isn't the location of the binary. Could this be changed? I don't want to ship a game that uses absolute paths...


All of the paths on the Mac are relative to the actual executable within the .app bundle.

17
Graphics / Wierd problem: Transparent render window
« on: May 19, 2009, 06:29:23 pm »
What's the alpha-blending set to on the background color?

18
General discussions / SFML 2.0
« on: May 13, 2009, 07:56:05 pm »
Quote from: "The DarK'"
Quote from: "Laurent"
Quote
Also, true static linking builds that require no DLLS to run

If you're talking about libsndfile and OpenAL DLLs, I can't link them statically because they are LGPL.


LGPL don't provide static compilation ??


Actually, LGPL 3.0 corrected for that but I think the libraries used are under LGPL version 2.x .

19
Window / [SOLVED] Re-use existing window
« on: May 07, 2009, 11:07:00 pm »
I think the problem is that you're declaring your "globals" in a .h file rather than a .cpp file.  If you need to access them from elsewhere, use the extern directive in the .h file to allow them to link to the ones in the .cpp file.  Also, you don't need to mark globals as static.  They should be static automatically if they are truly global.

20
Graphics / Wierd glitch after using FlipX()
« on: May 04, 2009, 05:08:01 am »
Are you indexing inverse coordinates in the GetPixel reader?  If FlipX(True) works the way I think it works, it just sets a negative scale factor when blitting to the screen.  The image itself remains unaffected in memory.

--Edit--
After looking at your source code, you need to make the GetPixel check the coordinates backwards relative to the center position on one or both images depending on whether they are flipped or not.

21
Graphics / Tile Engine
« on: May 01, 2009, 06:51:21 pm »
Batch rendering is the 2d equivalent to mesh rendering in 3d.  It means that since the vertex between 4 tile images is shared between them, it will only calculate the vertex position once and apply it to all 4 tiles.

22
Graphics / Tile Engine
« on: April 30, 2009, 06:36:34 pm »
After thinking about it for a while, you could use the sf::view class to scroll around a bunch of sf::sprite objects placed at absolute coordinates.  That way you wouldn't have to calculate which tiles are visible and which tiles are not.

23
Graphics / Tile Engine
« on: April 30, 2009, 06:08:48 pm »
There is this resource manager on the official Wiki.  Also, in SFML 2.0 there is planned to be a batch-rendering mode that will improve the performace of tile maps.

24
Graphics / Access Violation, and Sprite Clipping?
« on: April 25, 2009, 04:55:55 am »
The roadmap is a link on the main SFML webpage.

25
General discussions / OpenGL 3.0 Support?
« on: April 21, 2009, 07:20:39 pm »
http://www.opengl.org/documentation/specs/ has the specs for each revision.  I think it mostly has to do with shaders and floating point textures.

I won't be using OpenGL 3.x until it is supported by Mesa, personally.

26
Graphics / Repeating background?
« on: April 02, 2009, 05:18:11 pm »
Actually, the really efficient way to implement a repeating pattern is to use OpenGL.  You just set up the small backdrop image as the current texture and draw a large quad.

If you don't know OpenGL programming, then you're better off with the double-nested loop.

27
Audio / Seamless music looping
« on: February 20, 2009, 08:25:59 pm »
I think the trick to seamless looping is to open a second Ogg file handle pointing to the beginning of the same file and start playing the second Ogg handle when the first reaches the end and switching back and forth between the handles.

28
General / SFML is bucking
« on: February 19, 2009, 06:23:12 pm »
Windows XP 32-bit can be unstable when it has more than 1 GiB of RAM.  Try taking some RAM out and try again.  Otherwise switch to a 64-bit operating system.

29
Feature requests / Reset function for sf:Sprite
« on: February 16, 2009, 02:20:40 am »
In raw OpenGL it could be accomplished by a GL_LoadIdentity() (I hope I spelled that according to the API spelling) so I would hope it should be easy to do with SFML.

30
General discussions / SFML 2.0
« on: January 30, 2009, 05:54:28 am »
The batch system would certainly be useful considering that there wouldn't be a way to do mesh rendering techniques otherwise.  That would even still be useful in 2 dimensional graphics.

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