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Messages - Lokk

Pages: 1 [2] 3
16
SFML projects / [sf3d] a project for 3D rendering
« on: April 07, 2011, 10:06:11 pm »
Yeah, you can checkout the repository to get the source code using SVN :
Code: [Select]
svn checkout http://sf3d.googlecode.com/svn/trunk/ sf3d-read-only

17
General discussions / [SFML 2] I need your help for the ATI fix
« on: March 02, 2011, 11:42:14 am »
What about a global function like sf::Init() ?

18
SFML projects / [sf3d] a project for 3D rendering
« on: August 20, 2010, 02:06:40 pm »
Hi all,

I just let you know that I am working on a 3D engine project, based on the SFML 2.0 library.

Here are some features :
    - Loaders for 3D animated meshes (.md2) and static meshes (.obj)
    - An fps camera in order to visit simply your worlds.
    - Scene management and multipass rendering (FBO)
    - Terrain generation with heightmaps
    - Materials, textures and lights
    - Support for vertex and fragment shaders GLSL


sf3d often changes, there are a lot of improvements to do.
If someone is interested to contribute to the project, doors are open.

The official site is here : sf3d google code with some images and svn sources.

For example, a simple OBJ importer with sf3d library
The cube file.
Code: [Select]
#include <SFML/Graphics.hpp>
#include <sf3d.hpp>

int main(int ac, char **av)
{
    sf::RenderWindow win(sf::VideoMode(800, 600), "sf3d - SFML 3D rendering");
    win.SetFramerateLimit(60);

    sf3d::Init();

    sf3d::Renderer& renderer = sf3d::Renderer::GetSingleton();
    renderer.Init(win);

    sf3d::FpsCamera cam;
    cam.SetPosition(sf::Vector3f(0, 0, -4));

    sf3d::OBJMeshLoader loader;
    sf3d::MeshNode node(loader.Load("cube.obj"));

    sf3d::Scene scene;
    scene.SetCamera(&cam);
    scene.Add(&node);

    sf3d::Light light;
    light.SetPosition(sf::Vector3f(15, 15, 15));
    scene.AddLight(&light);

    renderer.SetScene(&scene);

    while (win.IsOpened())
    {
        sf::Event event;
        while (win.GetEvent(event))
        {
            if (event.Type == sf::Event::Closed || (event.Type == sf::Event::KeyPressed && event.Key.Code == sf::Key::Escape))
                win.Close();

            if (event.Type == sf::Event::Resized)
                renderer.Resize();
        }

        win.Clear();

        renderer.Display();

        win.Display();
    }
    return 0;
}

19
SFML projects / Open Game Engine
« on: June 10, 2010, 07:26:33 am »
Ok, but a project is already called OGE, a game engine based on Ogre3D
(http://sourceforge.net/apps/mediawiki/oge/index.php?title=Main_Page)...

20
SFML projects / sfengine - a Lua game engine
« on: June 04, 2010, 05:06:24 am »
I use Luabind to bind SFML classes.

The SFML 2.0 binding is almost completed.

I also added some sample tutorials
Compile the library using CMake
Window creation
Scene and object management

21
SFML projects / sfengine - a Lua game engine
« on: May 30, 2010, 11:37:13 am »
Hi,

I post here a new project in development named sfengine wich uses Lua scripting language.

Features
- Scene and object management
- Resources and package management
- Logs and access to XML files
- 2D animations
- GUI renderer
- SFML 2.0 classes

You can view the svn repository here :
http://code.google.com/p/sfengine/source/browse/trunk/

22
SFML projects / Tilemap Editor (working title)
« on: March 05, 2010, 11:41:51 am »
Good job !
Is there any documentation about the map format ?

23
Graphics / How i can see Greek text?
« on: February 13, 2010, 10:46:23 am »
Code: [Select]
Hello.SetText(L"Hello !\n γεια χαρά?"); ?

24
Graphics / OpenGL bug? Nvidia driver bug? SFML bug? My fault?
« on: October 14, 2009, 02:26:05 pm »
The svn update resolved the bug for me :)
I used Tank sample code for testing it and the string is visible (with or without SetActive(...))

And without segfault xD

25
Graphics / OpenGL bug? Nvidia driver bug? SFML bug? My fault?
« on: October 13, 2009, 01:32:32 pm »
test1.cpp

Code: [Select]
Context c1;
Context c2(&c1);

int main()
{
  Context c3(&c1);
  return 0;
}

With glXMakeCurrent(...) shared condition, the test below confirm the error on a second context :
Code: [Select]
Succeeded to create context!
X Error of failed request:  GLXBadContext
  Major opcode of failed request:  144 (GLX)
  Minor opcode of failed request:  3 (X_GLXCreateContext)
  Serial number of failed request:  26
  Current serial number in output stream:  29


Without the condition :
Code: [Select]
Succeeded to create context!
Succeeded to create context!
Creating a shared context...
Succeeded to create context!


test2.cpp
Code: [Select]
// Globals
Context c1;
Context c2(false, &c1);

int main()
{
  std::cout << "Creating a shared context..." << std::endl;
  Context c3(false, &c1);

  return 0;
}

And for that test too, the condition failed the context sharing creation
 :?

26
Graphics / OpenGL bug? Nvidia driver bug? SFML bug? My fault?
« on: October 12, 2009, 11:46:34 pm »
Quote
You mean c3? Or a fourth one?

Context1 has been created but Context2 or Context3 (shared contexts to c1) send a glx error

And yes the error then disappeared.

27
Graphics / OpenGL bug? Nvidia driver bug? SFML bug? My fault?
« on: October 12, 2009, 10:25:22 pm »
I maybe found a solution :

Code: [Select]
   /*
    if (shared)
      {
        glXMakeCurrent(myDisplay, myWindow, myContext);
      }
    */
    glXMakeCurrent(myDisplay, myWindow, myContext);


Anyone can test this patch ?

28
Graphics / OpenGL bug? Nvidia driver bug? SFML bug? My fault?
« on: October 12, 2009, 10:01:55 pm »
Ok, so the first context succeed.
But with a new one (global or not), the glx error occured. (especially on glxMakeCurrent call)

I looked at http://cours.logti.etsmtl.ca/log750/share/GL/glx/xmakecurrent.html
and found :
Quote
Because glXMakeCurrent always replaces the current rendering
context with ctx, there can be only one current context per
thread.


Maybe it can help you... ;)

29
Graphics / OpenGL bug? Nvidia driver bug? SFML bug? My fault?
« on: October 12, 2009, 10:25:06 am »
Same issue for me...

30
Graphics / OpenGL bug? Nvidia driver bug? SFML bug? My fault?
« on: October 11, 2009, 04:48:22 pm »
Ok, 1190 successed and 1191 failed for me too ;)

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