Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Haikarainen

Pages: 1 [2] 3 4 ... 36
16
General discussions / Re: A new logo for SFML
« on: March 24, 2013, 03:29:17 pm »
A good animal symbole would be the pelegrin falcon : the fastest animal in the world. And it's a very simple animal... ok but still very fast, like your library ;)

I liked the one with the wierd L and the number 2, but it's not re-usable.

I followed up on this idea and came with these results:

Normalsized:



Small:
(to be used for promotional purposes, like "powered by SFML" tiny pic in the bottomright of project websites or something)



Favicon:

SFML - Simple and fast multimedia library


Please tell me if this is something you guys think I should continue working on. It is done from scratch by me in photoshop, I made the bird with vectors(using pictures from google images as references) and have those saved.

I understand that you probably need to change the blue background on the website, although I think that might be worth it.

17
SFML projects / Re: Threat Level 2.0
« on: March 08, 2013, 09:28:51 pm »
What did you use for those godrays?

18
SFML projects / Re: sfeMovie Project [v1.0 released]
« on: March 08, 2013, 06:58:57 pm »
Add a global linenormalization option
Is the issue because you get LF line ending instead of CRLF or the opposite?
Which line ending works and which doesn't? I'm asking this because according to my tests both work on Windows.

I cant remember, it worked with MinGW-GCC 4.7, but not with MinGW-GCC 4.6. It was in the ffmpeg-build-process IIRC

19
General discussions / Re: Using SFML in our 3d graphics engine
« on: March 08, 2013, 12:34:36 pm »
If you only use SFML for window and input, it will work well (this is what I have done after a lot of trial and error mixing SFML with OpenGL).

Some examples: The sf::Texture class does not expose a bind method, nor a method to get the GLuint of the associated internal texture. sf::Shader does not take all of the parameters (matrices included), which makes highend shaders impossible (if you don't edit SFML internally, but then you'd have problems distributing your project on Linux without distributing your edited SFML as well).

I basically only use SFML for Window, input, underlying eventhandling and audio. Network as well currently although I plan on writing my own as I've came across a few problems with it.  Also some basic stuff like drawing text is SFML-powered. The rest is my own written classes for Textures, Vertex/Fragmentshaders, FBO/VBO's,  etc :) As long as you remember to push and pop sfml's glstates between calls you should be OK

20
General discussions / Re: A new logo for SFML
« on: March 08, 2013, 12:29:40 pm »

Here's an quick mock-up


I really like this one, it looks really clean and professional, Remove the shading (so it's only 2 colors) and it's perfected. If you did, that logo would look good on anything (the website, printed papers, etc), also without shading it would be really easy to print on stuff like dvd-cases/memorysticks and whatnot, and it would look so much better.

21
SFML projects / Re: sfeMovie Project [v1.0 released]
« on: March 08, 2013, 12:11:49 pm »
even more because of git
What do you mean?

Add a global linenormalization option

22
SFML website / Re: Promote SFML 2 instead of SFML 1.6
« on: March 07, 2013, 03:03:42 pm »
I can only agree. I actually think it's time to mark 1.6 as obsolete and actually release 2.0.  The RC itself is also semi-old (not old as in time, but more old as in bugfixes and compiler versions).. The latest official MinGW-GCC version cant really use the precompiled SFML2.0RC binaries anymore (at least in my experience).

23
Graphics / Re: Not having a sf::text crashes my code
« on: March 04, 2013, 11:18:05 pm »
For your information (and anyone else stumbling upon this while searching or something); My guess is that you just copy pasted the projectfiles and included the obj-folder, and didnt rebuild everything.. Strange stuff can happen when you do these kinds of things, especially if you leave out certain files when copying the project.. Can also be IDE related.

24
SFML projects / Re: Kroniax - A game of skill
« on: March 04, 2013, 12:29:12 pm »
Holy crap.. My first reaction to the video was pretty doubtful. But when I actually tested it, holy crap this game is funny!

Pros:
 * The slow responses on input and game-dynamics is what really makes this game! You kind of make the same mistakes as when you are "drifting", aka driving a car with very little traction.(in a sense that is is rather easy to under/over-compensate movements, as it is rather easy to over/understeer a car)
 * Really great balance on the maps, love how thrilling the maps can be in some areas!
 * Great music

Cons:
 * Pretty buggy - As I am typing this for example, the level keeps restarting in the background (R-presses). Make sure the window has focus!
 * Extremly unpolished - but I get that this is a pretty early release am I right?

All in all, great work, keep working on it!

25
SFML projects / Re: sfeMovie Project [v1.0 released]
« on: March 03, 2013, 04:09:46 pm »
Hmm.. what's weird is it should either fail or succeed, but not wait forever.

You said it was stuck on the make call, but.. is it stuck or really slow?
As your said make --jobs=4 allows make to compiles 4 files at the same time, which will compile FFmpeg faster if your processor has 2 or 4 cores. On the other hand it'll also require 4 times the initial amount of memory, and depending on your hardware configuration it may be too much => swap to disk required => very slow compilation. But being completely stuck for 7 hours doesn't sound realistic, something else must be wrong.

As for your one-job-at-a-time fix, I don't know why it makes things work but that's good to know.

That's true for the 1.0 release, however the latest version available on the Git reposity does no more include the SFML sources and will use your own SFML version.

Do you get the same crash in release mode? the sfeMovie library is currently built only in release mode.

I bet why the jobs is getting stuck is probably because of some threading-bug in MinGW-GCC (think 2 or more threads waiting for the same lock but it never happens or something). The crash happens in both release and debug, although it goes to Clock() constructor, which is probably because of GCC 4.7. . I have installed 4.6 now.. I will see if the compilation problems is  still there with 4.6 and latest git :)

Scratch that part about clock, I mixed stuff up

EDIT: Still crashes on 4.6. Also I had a BUNCH of issues compiling both ffmpeg & sfemovie under mingw-gcc & msys, even more because of git. You might want to look into that.

26
SFML projects / Re: sfeMovie Project [v1.0 released]
« on: February 25, 2013, 06:31:12 pm »
Well I got it to compile well, managed to make it use my own compiled SFML as well, although I get a crash on exit when using your sfe::Movie:

stacktrace
Code: [Select]
#0 5FDF0854 atioglxx!DrvGetProcAddress() (C:\Windows\SysWOW64\atioglxx.dll:??)
#1 5F54DD19 atioglxx!DrvGetProcAddress() (C:\Windows\SysWOW64\atioglxx.dll:??)
#2 5F86C8DA atioglxx!DrvGetProcAddress() (C:\Windows\SysWOW64\atioglxx.dll:??)
#3 691C43A0 sf::priv::WglContext::~WglContext() () (C:\Work\Kodbas\bin\Debug\sfml-window-2.dll:??)
#4 FFFFFFFE ?? () (??:??)
#5 772EFB62 ?? () (??:??)
#6 772F2893 ?? () (??:??)
#7 773009C8 ?? () (??:??)
#8 773008AD ?? () (??:??)
#9 749A39F7 KERNEL32!GetCurrentApplicationUserModelId() (C:\Windows\SysWOW64\kernel32.dll:??)
#10 ?? ?? () (??:??)

Seems to reproduce kinda the same result that the old default-font-bug did. Although my guess is this has something to do with the mixture of textures and threads/mutexes!

27
SFML projects / Re: AW: sfeMovie Project [v1.0 released]
« on: February 25, 2013, 04:05:08 pm »
It's just a shell script, try adding some debug output of your own into, so can norrow down the comnand at which it fails. ;)

Sure, it's a shelllscript, although a pretty huge one  ;D

Anyhow, since it gets stuck when building, it was rather easy to pinpoint the exact line, which is:
make --jobs=$jobsCount

Which ultimately leads me to the ffmpeg makefile, something I'm not too experienced with (makefiles) and the ffmpeg one is rather complicated.

Anyhow I'll follow up on that warning about pkgconfig, try and install that and see if that fixes the problem.



EDIT:

Well I no longer get the pkg-config warning, it still gets stuck though. I uploaded a picture of it (since I cant copy paste from this terminal)




PS; I had to know how sfmluploads worked internally to get that link ;P the link that should open the image on page https://legacy.sfmluploads.org/pic/309 doesnt.




EDIT2:

I added some debuginfo as you suggested, the exact command it executes is:
make --jobs=4

I then redirected the command output to build.log, same output goes there:

Code: [Select]
CC libavdevice/alldevices.o
CC libavdevice/avdevice.o
CC libavdevice/lavfi.o
CC libavdevice/vfwcap.o
libavdevice/vfwcap.c: In function 'vfw_read_header':
libavdevice/vfwcap.c:325:9: warning: passing argument 1 of 'av_parse_video_size' from incompatible pointer type [enabled by default]
In file included from libavdevice/vfwcap.c:25:0:
./libavutil/parseutils.h:66:5: note: expected 'int *' but argument is of type 'LONG *'
libavdevice/vfwcap.c:325:9: warning: passing argument 2 of 'av_parse_video_size' from incompatible pointer type [enabled by default]
In file included from libavdevice/vfwcap.c:25:0:
./libavutil/parseutils.h:66:5: note: expected 'int *' but argument is of type 'LONG *'

I also added some messages after that line, which doesnt show, making the make --jobs=4 the command that infact gets stuck..

I will try do recreate what it does manually..

EDIT4 or whatever:

I think I've found the reason why it doesnt work, make --jobs=4 compiles on 4 different threads at once,  in my case it only does 1 job-iteration (4 objects) and then seems to sleep or something. I removed the --jobs parameter for both build_ffmpeg and build_sfemovie, it now seems to compile. Will reply with results on how it goes.


Final Edit:

Successfully compiles! Seems to work as well, although why is it bundled with SFML sources? It creates problems since it creates 2 different versions of sfml on my system. Should be an easy fix but still.

28
SFML projects / Re: sfeMovie Project [v1.0 released]
« on: February 25, 2013, 02:48:08 pm »
Hey!

I'm having some issues running build.sh, regardless of my codec options compilation just seems to stop/get stuck right after it starts. I a warning about pkg-config not being found, so library detection may fail, then it starts compiling, I see a few warnings from ./libavutil/parseutils.h about mixing int* and LONG*.. Then thats it, the window is responding and all but nothing more happens...

I started compiling around 7-8 AM GMT+1, and 14:30  it was still in the same place just ticking...

Please help me out with this :) Great work on sfeMovie btw!

EDIT: Forgot the important details. This is running MinGW+MSYS, I'm in the right directory and everything. I could try running Cygwin to at least see if it is more verbose or something. I'm on Windows 8

29
General / Re: win8,sfml,error
« on: December 23, 2012, 02:52:47 pm »
I'm just guessing here, but you either need to ; Link Statically (Always recommended on windows), OR, include the dlls with your exe when linking dynamically

EDIT: Nevermind, I read the error more carefully now. You need to do this:

1. Install the latest mingw-gcc and configure codeblocks to work with it and use it as default(optional)
2. Compile the latest sfml2-git with the latest mingw compiler
3. link and use that SFML-distribution in your project, and compile your project with the same compiler.


30
Graphics / Re: Multiple layers and colorizing thereof
« on: December 17, 2012, 07:37:40 pm »
If  I've understood your post correctly, you have several options;

When rendering the rendertextures using a sprite, you have an option in sf::Sprite thats called "setColor". Take a look at this; http://www.sfml-dev.org/documentation/2.0/classsf_1_1Sprite.php#a14def44da6437bfea20c4df5e71aba4c

The other options is shaders, if you feel like you want to learn glsl. You'd want a glsl shader. Take a look at "uniform sampler2D" and "gl_FragColor". You'd want to pass each layer texture to a shader through the sampler, then set the pixels/fragments accordingly with gl_FragColor

Pages: 1 [2] 3 4 ... 36