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Messages - Haikarainen

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31
SFML projects / Re: Embarrassing Project
« on: December 15, 2012, 04:46:25 pm »
Creating a GUI-system is actually a great practice for learning both C++ as well as a simple library like SFML. Create "widgets" in classes like TextInput boxes, Labels, Buttons etc, in a way that makes them reusable.

 :o... When I was searching the sfml docs I din't find any textinput options... I guess I din't try hard enough.

You'll have to create them for yourself. Take a look at EventHandling, sf::Event etc. It's all there ;)

32
SFML projects / Re: Embarrassing Project
« on: December 14, 2012, 06:53:32 pm »
Creating a GUI-system is actually a great practice for learning both C++ as well as a simple library like SFML. Create "widgets" in classes like TextInput boxes, Labels, Buttons etc, in a way that makes them reusable.

33
SFML projects / Re: Pioneers
« on: December 06, 2012, 06:46:34 pm »
Sorry, I was busy with another project for a couple of weeks but now I'm back. I'll send you a PM :)

Do so! It would be really fun to continue porting this to linux as it develops :) Also we should get some kind of instant communication (skype, irc etc)

34
SFML projects / Re: Pioneers
« on: November 23, 2012, 04:26:11 pm »
Haven't heard from you in a long while now, are you still interested?

35
sfml-graphics does not and will never support 3D graphics.

I know that some classes are almost usable directly in 3D, and the 1% of missing features can be frustrating, but I really don't want to go this way, sorry.

However feel free to copy and adapt SFML code to create your own 3D classes ;)

If you ask me the changes that happened from version 1.6 to version 2.0 really creates a need to work on _fully_ implementing vertex shaders. Either you have it or you dont, you dont add "Oh fancy vertex-shader support" and only commit to it 50%.

It would be a shame to have to leave SFML2 completely behind me and create my own API because of these tiny things.

EDIT: Also I'm not saying make sfml 3d-oriented, I'm just saying dont block its potential out "just because".

36
I am using SFML for 2D-drawing and easy texture/shader-management in pretty much all of my projects that need it, and yesterday I came across the limitations of the sf::Shader::setParameter-implementations: It is VERY 2d-oriented (like much else in SFML), but a general Shader-class shouldnt really be 2d-oriented imho.

Anyway I added an implementation that can take a/several 4x-matrices as an argument (you need this for any proper 3d-application really). find it here: http://pastebin.com/05h9Y0af

Also I understand if you want to keep the library 2d-oriented, and I get if you REALLY dont want to create sf::Transforms etc that is 3d-oriented, but I would really appreciate if you loosened up on a few things to make it easier for us who is not strictly 2D to use SFML to its full potential. (I use both shaders and rendetextures a _LOT_ and it makes my life way easier by not having to fiddle around with FBO's etc and try to combine them with SFML's awesome 2d-drawing).

It would also make me able to release my software and not having to link statically or include my custom sfml-versions.

Thanks

37
General discussions / Re: A book on SFML -- looking for author(s)!
« on: October 25, 2012, 03:13:27 pm »
I was wondering about a reward simply to know how much time I can invest in contributing to it.

Sounds like a load of fun, I remember started writing a gametutorial with SFML2 (when it was still 1.99 though), didnt come too far with it though. I will see if I can find it. I am interested in contributing anyhow :)

38
General discussions / Re: A book on SFML -- looking for author(s)!
« on: October 25, 2012, 01:23:42 pm »
It would be nice to know some details.. Like the size of the book, how much they pay you, how much you'd pay the authors. etc.

39
SFML projects / Re: TGUI: a c++ GUI for SFML (with Form Builder)
« on: October 21, 2012, 01:48:58 pm »
1. Texts inside progressbars (either centered, left or rightaligned).
2. Z-ordering or being able to have panels inside panels (containers etc)
3. Smaller fonts and controls in the formbuilder. Unusable on 1366x768 with textboxes
I'll make sure that all those things will be fully supported in v0.6.

1. Centered text is already possible with loadingBar.setText. I will add left and right alignment later.
2. Panels inside panels is already possible (even child windows inside child windows is possible).
3. The Form Builder will be completely rewritten. It will be a lot more useful when I am finished with it.


Ohh, fancy news :D

40
SFML projects / Re: Zloxx II - An action Jump'n'Run
« on: October 21, 2012, 01:44:19 pm »
Any planned support for linux?
Theoretically, the code should be platform-independent, but I think I still have to adapt some parts. I should take a look at how long it would take.

Let me know if I can be of any help in porting it! I've already successfully ported pioneers to Linux and have lots of other experience in crossplattform-programming.

41
SFML projects / Re: TGUI: a c++ GUI for SFML (with Form Builder)
« on: October 21, 2012, 12:49:32 am »
Feature requests:

1. Texts inside progressbars (either centered, left or rightaligned).
2. Z-ordering or being able to have panels inside panels (containers etc)
3. Smaller fonts and controls in the formbuilder. Unusable on 1366x768 with textboxes

Btw, haven't forgotten about the archpackage, just havent had the time yet.

42
SFML projects / Re: Zloxx II - An action Jump'n'Run
« on: October 20, 2012, 11:37:00 pm »
Any planned support for linux?

43
Graphics / Re: Image Deformation in SFML
« on: October 20, 2012, 03:01:26 pm »
Say I want to take an image that is a straight line with colors effects and whatnot, does SFML allow me to deform that image into a shape? I want to make a laser that bends as it moves using only one image, so I was wondering if this was possible as I had never seen it before in SFML.

Doing this in realtime using sf::Image would probably be very slow. Do it using a rendertexture and shaders instead. Or better yet calculate the laser path and draw it using sf::Shape(and perhaps apply a shader to make it more.. lasery..)

For "true" image deformation (think skew, perspective etc in photoshop), bind your texture to a quad(sf::Shape or even better pure opengl since youll also get depth) or whatnot which you draw to a rendertexture. That way you can save the rendertexture to an image or do whatever you wish with it.

44
SFML projects / Re: I present to you: SFML SimpleButton v1.01
« on: October 13, 2012, 07:40:17 pm »
Hm.. I'd love to see more of this, but it's hard with the mediafire-links and the poor documentation.

A syntaxhighlighted examplesnippet of code, a screeenshot and direct-link to a download would probably attract more people.

Check out SFMLUploads.org, it was down for a while but now has a new owner, you can upload anything sfml-related there (codesnippets, projectarchives and screenshots) for free.

45
SFML projects / Re: My new Project
« on: October 10, 2012, 10:07:40 am »
Video is unavailable atm. Could you tell us about the project a bit more?

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