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Messages - kolofsson

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Feature requests / Extended support in handling images
« on: March 26, 2008, 01:29:34 pm »
Why do you need these informations before loading ?

I need to know how big the image is to set the coordinates of the rectangles.

As you really need it quickly, this will be my new priority

Geez, thanks. That really motivates me to get to work on my hobby-game.

I'm still trying to find the best solution to handle these large images.

How about loading an image to RAM to some new object. RAM has no size limits. Then we just need a function to create an sf::image object by extracting a rectangle from this RAMimage object. Easy talking, i don't really know how it is done on low level.[/quote]

Feature requests / Extended support in handling images
« on: March 25, 2008, 01:03:45 pm »
I've noticed a feature called Improve management of dependant resources in the roadmap. I wonder if it includes retrieving information about images like width, height, bits per pixel.

Let me describe my problem. I want to load large images to the program, but as ive been told, the size is limited by the graphics card.

So I want to slice the image into squares, but then I need to know the size of the image before loading it. And, as I already requested, I will need a function to slice out these rectangles from an image. ImageMagick library calls this function Extract.

Laurent, you told me that you will think about this feature, but should i expect it to be added in a month or rather in a year?  :wink:

Feature requests / Platform independent executable calling
« on: March 17, 2008, 07:40:09 pm »
I would like to have an easy way to call external executables. Of course with a possibility to pass arguments and receive standard output.

something like:
string output = sf::exec("program.exe","args");

But you know, maybe i just didnt google enough to see its included in the system library.

General discussions / I found some errors.
« on: March 15, 2008, 12:46:13 pm »
OK, i get it. I just thought the IMAGE is loaded into RAM, and the SPRITE is then loaded into VRAM.

I really don't want to split my big image manually. But the only option to load the image is to load the whole image at once. What i'm missing is some kind of image.loadfromfile(source, left, top, width, height).

General discussions / I found some errors.
« on: March 14, 2008, 08:29:29 pm »
Sorry that i keep bugging you. But let me suggest something.

When i load an image that is too big for a texture, then this task fails. What if i could load an image without any limits, and the size check would be done when creating a sprite? This way i would be able to create a sprite from a part of that image. Without this i will have to split the image manually.

Feature requests / SVG image rendering and more keyboard assignments
« on: March 14, 2008, 11:36:10 am »
I am trying to use the ImageMagick library, but it's not that easy for a beginner like me.

General discussions / I found some errors.
« on: March 14, 2008, 12:46:47 am »
OK, there seems to be something wrong with the sf::OpenGLCaps::GetMaxTextureSize() value. I tried it on two laptops and it returned 2048, however the biggest image i could load was 1024x1024.

To get things more confusing, the value on my PC was 4096, and i could load images up to that resolution.

Slicing an image into squares and loading them separately would force me to generate some complex calculations, especially when zooming/rotating the scene. I'm also worried about the aliasing at the edges. This all makes me wonder how is this MAX_TEXTURE_SIZE problem solved in pro games.

Feature requests / SVG image rendering and more keyboard assignments
« on: March 13, 2008, 11:53:11 am »
No problem. I will post my ideas every time i think it's worth it.  :wink:

And i'm truly sorry i did not check the roadmap and the fixes before complaining. I guess i will just have to wait for the 1.3 version.

Feature requests / SVG image rendering and more keyboard assignments
« on: March 13, 2008, 11:30:42 am »
Request one:
Add support for opening SVG images. I know it is a big thing to ask for, but there are ready DLLs. Integrating them into SFML would be swell!

Request two:
Add support for every Key on the keyboard. For a game developer a LEFT shift is entirely different from RIGHT shift.

Request three:
Add a function to change a relative transformation point for SPRITES. Something like Sprite::SetTransformationPoint. It would replace SetRotationCenter, and serve as a base for positioning, zooming and rotating.

Note: I really appreciate your work, i tried to work with QT, but it is too complex for me. I love elegance and simplicity.

General discussions / I found some errors.
« on: March 13, 2008, 11:14:09 am »
Hello. I'm not an experienced programmer, but i'd wish to report some bugs i noticed. My platform is Windows XP and the IDE is CodeBlocks.

Error one: the tutorial example, where the F1 key is bound to make a screenshot ends with a windows error message Memory could not be "written".

Code: [Select]
if (Event.Key.Code == sf::Key::F1)
    sf::Image Screen = App.Capture();

Error two: Another tutorial sample, where it is supposed to load an image, works fine on my PC, but when i tried it out on a laptop, i did not work with a 1600x1200 jpg image. I had to reduce the size of the image. The same happened when it was emulated in Wine: Failed to create image, it's internal size is too high (1600x2048).

Code: [Select]
sf::Image Image;
if (!Image.LoadFromFile("image.jpg"))

I want to make a racing game that loads a track from a file, and it's supposed to be a considerable resolution. I'm worried that on some machines it won't work.

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