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Messages - tgm

Pages: 1 [2] 3 4 5
16
Graphics / Sprite blurry
« on: June 06, 2008, 04:15:25 pm »
Well ,I guess there is no such thing as help
(btw.. I noticed, that the edges of the screen are more blurry than the center °_o) you can try this out, by taking a random pixelmap and sho it.
(every pixel got a random lightness between 0 and 0xff)
I wonder why? (does SFML use some kind of render to texture to display all the stuff?? -> posteffects??) P.S. there where no Post effects activated in this testcase
greetz tgm

17
Feature requests / Roadmap: copying
« on: June 05, 2008, 04:57:48 pm »
great news... any chance on vertexshaders?

18
Feature requests / Roadmap: copying
« on: June 05, 2008, 02:06:27 pm »
jap rendering to image is a must have.. (btw. would love to see shaders, too)
having RTT + Shaders makes a whole bunch og nice effects possible^^

19
SFML projects / DefensCommander - A game in 3h
« on: May 23, 2008, 11:38:06 pm »
hey, thx.. did remember it was something related to commander ... but did search for rocket commander

20
SFML projects / DefensCommander - A game in 3h
« on: May 23, 2008, 12:05:06 pm »
Well, a friend of mine and me were bored yesterday, so we tried to create a game in 3hours. The result is a arcade klon...
I don't know the original name of this game, so if someone knows the name, please tell me ;)
The game principle is quite easy... you got three "citys" each armed with 5 rockets. each level there are 20 incoming missiles, that do try to hit your "citys" your task ist to shoot the enemy missiles down. The game cannot be won, each level gets faster...
Here are 2 screenshots:


Download: (source + linux 32 bin)
http://rapidshare.com/files/116977294/DefenseCommander.7z.html
sry.. I know RS suxx
C&C welcome...

21
Feature requests / Image GL_REPEAT
« on: May 02, 2008, 11:21:47 am »
dammit.. your right there ;)

22
Feature requests / Image GL_REPEAT
« on: May 01, 2008, 04:04:46 pm »
uhm.. well, guess your right about this one.. but the feture would work.. it would simply look strange... I think other engines handel this problem by scaling up the image..  not filling the rest with white stuff... maybe thats an idea ?
anyway.. I just ripped the code from the old release ;) works fine..

23
Feature requests / Image GL_REPEAT
« on: May 01, 2008, 03:31:31 pm »
well, it can.. (though it might look.... strange^^) but aint it better to have a most of the time working solution than no solution at all?
anyway.. gonna copy the old routine and try to get it working on my own.. (at least my PC supports no ^2 text^^)

24
SFML projects / TGMs small patches
« on: May 01, 2008, 01:13:36 pm »
^^ well, thats the part, I cannot help you with ;)
(though I have to say, I love the way you designed your Lib...)

25
Feature requests / Image GL_REPEAT
« on: May 01, 2008, 01:01:08 pm »
I would like to see something like Image -> SetRepeat(true);
Or to be more precise control over the WRAP of a texture
Well , Iknow this was in v. 1.2
But somehow it isn't in the current release...
Could we get this back, or are there any internal problems with this one?
thx tgm

26
SFML projects / TGMs small patches
« on: April 30, 2008, 01:40:02 pm »
Acctualy this solution works qiute well (for me, at least)
all one has to do is puting this code into a *.hpp including it and well.. it works fine with a normal RenderWindow..

27
SFML projects / First addition: ClipRegion
« on: April 29, 2008, 06:29:08 pm »
This function will limit the rendering to a given region.. everything outside this region will be cliped..
the second funktion will clear all cliping, so that rendering will continue like before..
Code: [Select]

#include <SFML/Graphics.hpp>

#include <iostream>


void SetClipRegion(sf::FloatRect Region)
{
glEnable(GL_CLIP_PLANE0);
  glEnable(GL_CLIP_PLANE1);
  glEnable(GL_CLIP_PLANE2);
  glEnable(GL_CLIP_PLANE3);
 
double plane [4]={0,0,0,0};

plane[1]=1;
plane[3]=-Region.Top;
  glClipPlane(GL_CLIP_PLANE0, &plane[0]);
 
  plane[1]=-1;
  plane[3]=Region.Bottom;
  glClipPlane(GL_CLIP_PLANE1, &plane[0]);
 
  plane[0]=1;
  plane[1]=0;
plane[3]=-Region.Left;
  glClipPlane(GL_CLIP_PLANE2, &plane[0]);
 
  plane[0]=-1;
  plane[3]=Region.Right;
  glClipPlane(GL_CLIP_PLANE3, &plane[0]);
 

}

void ClearClipRegion()
{
glDisable(GL_CLIP_PLANE0);
glDisable(GL_CLIP_PLANE1);
glDisable(GL_CLIP_PLANE2);
glDisable(GL_CLIP_PLANE3);
}

greetz TGM

28
SFML projects / TGMs small patches
« on: April 29, 2008, 06:26:47 pm »
Well, this is no actual project... anyway.. this is the placer, where I'm going to release small additions etc for SFML.. I would love to see them in the SVN ;) everything I gonna post within this thread can be used without any license.. (and of course without any warranty ;) )
bla bla.. lets get started ^^

29
Graphics / New sprite dimesions after rotation?
« on: April 29, 2008, 06:22:44 pm »
you could simply use sin & cos... I guess...

30
Graphics / New sprite dimesions after rotation?
« on: April 28, 2008, 09:17:25 am »
I guess you can get the screenrect... that should be, what you want to get, right??

*edit* dammit ther is no such thing as getScreenRect... (dealing way to much with the String class in the last time ;) )

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