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Messages - kolofsson

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76
General discussions / Visual Studio 2010
« on: April 14, 2010, 10:44:48 am »
Quote from: "Laurent"
The tutorials will require a lot more work though.


Oh yes, I meant the tutorials, not the documentation. :oops:

Regarding the array/pointer argument: that's what creeps me about C++. With script languages like PHP things are much more intuitive. And when you talk about pointers in C++ it is really hard to grasp. In my programs, I would like to keep away from managing the memory by myself.

77
General discussions / cheeseburger.ttf
« on: April 13, 2010, 06:58:01 pm »
Quote from: "Ashenwraith"
I read in the license if you distribute cheeseburger.ttf it must be bundled with fries.ttf


I've heard that if you excessively use aforementioned fonts, you can get stuck with Bold always being on.  :twisted: [/b]

78
General discussions / Visual Studio 2010
« on: April 13, 2010, 06:54:17 pm »
Hey, I just installed the new Visual Studio 2010 Professional from the MSDN Academic Alliance (it's free for students!).

First thing I did was opening the SFML2 snapshot solution. At first, it converted itself to VS2010 format. Then i compiled the static and the dynamic build with 15 successful builds and only one fail (VOIP sample). I successfully ran some samples and all seem to work. That's good news I guess, because it means it should not be a hard time for Laurent to fully support VS2010 in next release.

And one off-topic question: when is the SFML2 release+documentation expected to see broad daylight? :wink:

79
General discussions / Support for Visual Studio 2010
« on: April 12, 2010, 11:16:46 am »
Hello. Today, on 12 April 2010, the Visual Studio 2010 has been released. Are there any plans to support it in SFML?

80
Feature requests / Loading Subset of Image File
« on: May 29, 2008, 11:58:33 am »
What you've done here Izr is I guess not RESIZE, but CLIP. Besides, your function has to load the whole image first and then it clips a part of it.

I guess it would be much more efficient and useful if we could specify the coordinates to extract from an image on the disk.

Would it be hard to implement huge image support in SFML? I mean an engine that would cut the image into rectangles for the openGL and take care of keeping all pieces in the right place when rotating or zooming?

Either loading part of an image or adding large image support would help me a lot. Thanks.

81
Feature requests / Gui package
« on: April 13, 2008, 09:52:38 pm »
What's a GUI package? Does it mean components like scrollbars, buttons, tables, menus, labels etc?

82
Feature requests / Radian helper functions
« on: April 12, 2008, 01:10:19 pm »
I posted this suggestion a few days ago, but now I have to agree with Laurent. You can store all angles as radians and you only use the conversion when setting the sprite.angle.

Other story is the angle direction because it has to be reverted every time you want to use it in classic trigonometrical functions (like calculating vector components). But again, I CAN live without it.

83
Graphics / Direction of Angles
« on: April 10, 2008, 05:42:22 pm »
Code: [Select]
Y is flipped downwards, but in your game the top of the view is still considered as being upwards, so I think angles are more consistent this way.

Speaking of consistency, if you assume that "an angle increments from X to Y" then the consistent solution would be to revert the angle. Another consistency issue: when reverted, the mathematical formulas work without alteration.

But well, i know it's not a big deal, just complaining, that's what i do best.

84
Graphics / Direction of Angles
« on: April 10, 2008, 12:57:12 am »
Hello, I wanted to suggest if the angle in SFML should not be clockwise instead of counter-clockwise?

On paper, the X coordinate expands to the right, and the Y to the top. But on screen the Y coordinate is flipped downwards. To use the usual trigonometrical formulas I have to add minuses when calculating or refering to the Y coordinate.

So, in brief: if the coordinates system is flipped, shouldn't the angle be flipped too?

Other case is the measure. SFML uses degrees but the trigonometrical functions in cmath use radians, which makes me store my angle values as radians and then convert them for SFML.

85
General discussions / SFML 1.3 / nightly builds
« on: April 05, 2008, 02:38:30 pm »
Bless you! It works tip top.

However, i would still like to point out, that i had to modify my program and add this to the main loop:

Code: [Select]

sf::Event Event;
while (App.GetEvent(Event)) {};


Without it the program was kind of blocked. My assumption is that the unhandled events wait to be handled or something (?). Anyway, i dont know if it should be treated as a bug, but i'd just like you to know.

Thanks again for the marvellous build for MinGW!

86
General discussions / SFML 1.3 / nightly builds
« on: April 04, 2008, 05:28:20 pm »
I compared the sample and my project, and got it to work by adding this:

Code: [Select]

#include <SFML/Graphics.hpp>

int main()
{
sf::RenderWindow App(sf::VideoMode::GetDesktopMode(), "SFML", sf::Style::Fullscreen);
App.UseVerticalSync(true);

sf::Image Image;
    if (!Image.LoadFromFile("image.jpg")) return EXIT_FAILURE;

    sf::Sprite Sprite(Image);
Sprite.SetCenter(1280, 960);

    while (App.IsOpened())
    {
/////////////////////////////////////////////////////START
        sf::Event Event;
        while (App.GetEvent(Event))
        {
            if (Event.Type == sf::Event::Closed) { App.Close(); break;  }
        }
/////////////////////////////////////////////////////END

float Time = App.GetFrameTime();

if (App.GetInput().IsKeyDown(sf::Key::Left))  Sprite.SetX(Sprite.GetPosition().x - Time * Sprite.GetSize().x);
        if (App.GetInput().IsKeyDown(sf::Key::Right)) Sprite.SetX(Sprite.GetPosition().x + Time * Sprite.GetSize().x);
        if (App.GetInput().IsKeyDown(sf::Key::Up))    Sprite.SetY(Sprite.GetPosition().y - Time * Sprite.GetSize().y);
        if (App.GetInput().IsKeyDown(sf::Key::Down))  Sprite.SetY(Sprite.GetPosition().y + Time * Sprite.GetSize().y);

        if (App.GetInput().IsKeyDown(sf::Key::C)) Sprite.Rotate(- 180 * Time);
        if (App.GetInput().IsKeyDown(sf::Key::V)) Sprite.Rotate(+ 180 * Time);

        if (App.GetInput().IsKeyDown(sf::Key::Z)) Sprite.SetScale(Sprite.GetScale().x * (Time + 1), Sprite.GetScale().y * (Time + 1));
        if (App.GetInput().IsKeyDown(sf::Key::X)) Sprite.SetScale(Sprite.GetScale().x / (Time + 1), Sprite.GetScale().y / (Time + 1));

        if (App.GetInput().IsKeyDown(sf::Key::Escape)) App.Close();

        App.Draw(Sprite);

        App.Display();
    }

    return EXIT_SUCCESS;
}


Before it worked without handling events, but i guess now the events, when unhandled, flood the processor or something and cause this error i've experienced.

87
General discussions / SFML 1.3 / nightly builds
« on: April 04, 2008, 03:30:14 pm »
it was inside the loop, but i simplified it to find the source of the error. There were the key bindings too but the app does not respond (even to ALT+F4) or clicking X.

88
General discussions / SFML 1.3 / nightly builds
« on: April 04, 2008, 01:33:22 pm »
EDIT: I successfully compiled SFML libs under VC2008. However, when trying to compile any example i had to add the sfml-main library. Besides something is not working in my sample program.

Code: [Select]
#include <SFML/Graphics.hpp>

int main()
{
    // Create the main rendering window
sf::RenderWindow App(sf::VideoMode(800,600,32), "SFML");

    // Load the sprite image from a file
    sf::Image Image;
    if (!Image.LoadFromFile("image.jpg")) return EXIT_FAILURE;

    // Create the sprite
    sf::Sprite Sprite(Image);
    App.Draw(Sprite);
    App.Display();
    (...some idle loop...)


It loads, shows the image, but there is an hourglass instead of a normal cursor. When i click on the image, it disappears and the program freezes.

89
General discussions / SFML 1.3 / nightly builds
« on: April 04, 2008, 10:20:44 am »
I downloaded TortoiseSVN, checked out the SFML SVN, and then built the whole workspace in Code::Blocks.

It created 5 libraries except sfml-main, which i had to builda separately.

Then i placed the libs and includes in the right place, changed the code of my app to meet the new method names (the sprite class it much altered) and bulit the project.

This is what i got:

C:\SFML\lib\mingw\static\libsfml-graphics.a
(Sprite.o):Sprite.cpp:(.text+0x872)||
undefined reference to `_glBegin@4'|

and much more _gl**** errors. what am I doing wrong?

90
General discussions / SFML 1.3 / nightly builds
« on: April 03, 2008, 08:04:36 pm »
Hello.

Q1: When should I expect v1.3?

Q2: In case the answer is "in may/june" can somebody please treat me with a nightly build of the latest SVN? I really can't get this thing to work and i really need latest features/bugfixes.

I'm using Windows, and the IDE is CodeBlocks (MinGW).

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