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Topics - slotdev

Pages: [1] 2 3 ... 6
1
Window / Memory usage in SFML 2.3
« on: July 16, 2015, 04:08:14 pm »
Hi Everyone

I've recently upgraded our dev environment from SFML 2.0 to 2.3, and I've noticed something. The split of system to video memory seems to have changed, though the overall usage isnt wildly different. For example, this is a game on 2.0 and 2.3 (100% same game code, only difference is SFML version):

SFML 2.0
20mb system memory
52mb video memory

SFML 2.3
35mb system memory
44mb video memory

Does anyone know why this would be, I know quite a bit has changed under the covers......

Many Thanks

2
Audio / SFML 2.3 sound clipping
« on: July 07, 2015, 06:09:31 pm »
Hello

I've just upgraded from 2.1 to 2.3, and the first thing I've noticed is that my sound files are "clipping", making a kind of crackling/corrupting sound at the end. They are all .wav files.

It looks like a lot of stuff has changed in SFML 2.3, audio wise, has anyone else seen this issue?

Thanks
Ed

3
Window / CreateContext/OpenGL question
« on: April 08, 2015, 10:18:24 am »
Hi,

A bit of an odd question about OpenGL contexts from a developer I work with, can someone help?

"In some cases CreateContext() returns handles like 0x1000 but sometimes they are 0x2000. I do not understand what this means... is 0x2000 secondary contexts?!  - means any DC but the first digit - number of contexts created for this DC? so 0x3000(X) - the third context ...and so on...."

Many Thanks
Ed

4
General / SFML 2.2 & Windows XP
« on: April 01, 2015, 04:03:34 pm »
Hi

I'm having some problems with SFML 2.2 running on some crap old XP systems I have to support.
They're Radeon 4650 units with plenty of memory, but for some reason my app crashes immediately after opening a window. Windows 7/8 work fine.

Has anyone else experienced this?

I'll post a minimum example shortly...but literally, open a window, and boom...

Thanks
Ed

5
Audio / SFML with no sound hardware
« on: November 11, 2014, 04:08:11 pm »
Hi

OK, another crazy problem. I have a whole load of 2nd hand rack servers coming my way which I'll be using to do automated play-testing of games. Don't ask why...it's a long and painful story :(

Anyway, these units have no sound hardware at all. Starting the game will result in a crash as soon as sounds are initialised. So, how can I stop this happening?

Many Thanks

6
General / VS2013 linker problems
« on: October 06, 2014, 03:31:06 pm »
Hi

Using the latest SFML built with VS2013, when I link my game project I get lots of unresolved externals, stuff like this:

Error   3   error LNK2001: unresolved external symbol __imp__glBindTexture@8   C:\Projects\game\sfml-graphics-s-d.lib(Texture.obj)

Error   7   error LNK2001: unresolved external symbol __imp__glGetIntegerv@8   C:\Projects\game\sfml-graphics-s-d.lib(Texture.obj)

Error   139   error LNK2019: unresolved external symbol __imp__timeGetDevCaps@8 referenced in function "void __cdecl sf::priv::sleepImpl(class sf::Time)" (?sleepImpl@priv@sf@@YAXVTime@2@@Z)   C:\Projects\game\sfml-system-s-d.lib(SleepImpl.obj)


...I have built the SFML libraries as static....so I think this is a problem with the libraries I've build rather than the game. What have I missed.....?

Thanks
Ed

7
Graphics / Texture Update memory wierdness
« on: April 02, 2014, 01:20:33 pm »
Hi

I've got a strange bug where when I call "update" on a texture, with a pointer to my pixel buffer, then draw the texture, it displays correctly on the target window but *also* displays in stretched & smeared form on another window, positioned directly below the main (target) window.

It seems like a memory problem, or as if the update function is just running over the end of something....

Does anyone have any ideas??

Thanks
Ed

8
General / Linker errors on latest SFML..
« on: March 12, 2014, 10:14:21 am »
Hi

Just downloaded and compiled latest SFML version. I am getting loads of unresolved externals when I build the game. What has changed that I've missed (I did a search of the forums, and found nothing). Do I need a later version of CMAKE??

1>sfml-graphics-s-d.lib(RenderTarget.obj) : error LNK2019: unresolved external symbol __imp__glClear@4 referenced in function "public: void __thiscall sf::RenderTarget::clear(class sf::Color const &)" (?clear@RenderTarget@sf@@QAEXABVColor@2@@Z)
1>sfml-graphics-s-d.lib(RenderTarget.obj) : error LNK2019: unresolved external symbol __imp__glClearColor@16 referenced in function "public: void __thiscall sf::RenderTarget::clear(class sf::Color const &)" (?clear@RenderTarget@sf@@QAEXABVColor@2@@Z)
1>sfml-graphics-s-d.lib(RenderTarget.obj) : error LNK2019: unresolved external symbol __imp__glDrawArrays@12 referenced in function "public: void __thiscall sf::RenderTarget::draw(class sf::Vertex const *,unsigned int,enum sf::PrimitiveType,class sf::RenderStates const &)" (?draw@RenderTarget@sf@@QAEXPBVVertex@2@IW4PrimitiveType@2@ABVRenderStates@2@@Z)
1>sfml-graphics-s-d.lib(RenderTarget.obj) : error LNK2019: unresolved external symbol __imp__glTexCoordPointer@16 referenced in function "public: void __thiscall sf::RenderTarget::draw(class sf::Vertex const *,unsigned int,enum sf::PrimitiveType,class sf::RenderStates const &)" (?draw@RenderTarget@sf@@QAEXPBVVertex@2@IW4PrimitiveType@2@ABVRenderStates@2@@Z)
1>sfml-graphics-s-d.lib(RenderTarget.obj) : error LNK2019: unresolved external symbol __imp__glColorPointer@16 referenced in function "public: void __thiscall sf::RenderTarget::draw(class sf::Vertex const *,unsigned int,enum sf::PrimitiveType,class sf::RenderStates const &)" (?draw@RenderTarget@sf@@QAEXPBVVertex@2@IW4PrimitiveType@2@ABVRenderStates@2@@Z)
1>sfml-graphics-s-d.lib(RenderTarget.obj) : error LNK2019: unresolved external symbol __imp__glVertexPointer@16 referenced in function "public: void __thiscall sf::RenderTarget::draw(class sf::Vertex const *,unsigned int,enum sf::PrimitiveType,class sf::RenderStates const &)" (?draw@RenderTarget@sf@@QAEXPBVVertex@2@IW4PrimitiveType@2@ABVRenderStates@2@@Z)
1>sfml-graphics-s-d.lib(RenderTarget.obj) : error LNK2019: unresolved external symbol __imp__glPushMatrix@0 referenced in function "public: void __thiscall sf::RenderTarget::pushGLStates(void)" (?pushGLStates@RenderTarget@sf@@QAEXXZ)
1>sfml-graphics-s-d.lib(RenderTarget.obj) : error LNK2019: unresolved external symbol __imp__glMatrixMode@4 referenced in function "public: void __thiscall sf::RenderTarget::pushGLStates(void)" (?pushGLStates@RenderTarget@sf@@QAEXXZ)

Loads of others like ___glewDeleteFramebuffersEXT, __imp__alSourcei, __imp__inet_ntoa etc etc

Thanks

9
Feature requests / VideoMode taking XY positions
« on: March 11, 2014, 12:40:39 pm »
Hi

I'd like to request that a VideoMode's constructor be modified to take an xy position, with a default parameter of 0,0 (?). On certain hardware platforms we use, we cannot open a window, and then move it using setPosition. So we have had to modify SFML to create a window at its final position, which others may find useful too.

e.g. in VideoMode.cpp
VideoMode::VideoMode(int xPos, int yPos, unsigned int modeWidth, unsigned int modeHeight, unsigned int modeBitsPerPixel) :
XPos            (xPos),
YPos            (yPos),
width       (modeWidth),
height      (modeHeight),
bitsPerPixel(modeBitsPerPixel)
{
}
 

and in WindowImplWin32.cpp constructor:

    int left   = mode.XPos;
    int top    = mode.YPos;
 

10
Window / WM_NCHITTEST / WM_SETCURSOR
« on: March 06, 2014, 12:41:21 pm »
Hi

My app has 2 windows on 2 separate monitors. When I click a button on one screen, I have to click twice to get the button to function, and again twice on the other screen, etc. So it seems that the window (cursor?) doesn't have focus and my app is getting the mouse XY for the wrong screen, as I can click one part of a screen, and it actions the button on the other screen (in the same XY position).

I have another app, on an older version of SFML (2.0) which works fine.

I have produced log files of WM_ messages, and the difference is, on the app that works OK, I am seeing this very often (every frame, I think):

WM_NCHITTEST
WM_SETCURSOR

I see the MouseMoved code is very different from 2.0 to 2.1.....but I don't think this would be the problem.

Does anyone have any ideas?

Ed


11
General discussions / Google Native Client / PNaCl
« on: March 04, 2014, 05:58:20 pm »
Hi

Has anyone seen this Google Native Client stuff? Basically, you can run C/C++ code in Chrome. Google seem to think it's the future, everyone else (Mozilla..) won't touch it.

I have a development environment setup for doing some work on this, and I was wondering how hard it would be to port SFML. I imagine it should be fairly straightforward; as all it needs is to be platform agnostic. Oh and use OpenGL ES 2.0 :D

Ed

12
Window / Loads of LostFocus/GainedFocus events
« on: December 10, 2013, 01:25:29 pm »
Hi

I am getting spammed with loads of LostFocus/GainedFocus events every second in my app. I am drawing to 3 windows (two of which are touchscreens), and generally I am getting this:

LOSE FOCUS WINDOW 1
LOSE FOCUS WINDOW 2
GAIN FOCUS WINDOW 1
GAIN FOCUS WINDOW 2

The result of this, is, the first time I touch one window, then another, the screens flicker for a short time.

Does anyone have any ideas? This is a W7 PC.

Thanks

13
General / Multithreading question
« on: October 18, 2013, 03:13:11 pm »
Hi

I should know the answer to this, but I don't.

If I launch a thread from within my SFML app, and open a new window, load graphics, etc, is this effectively a new instance of SFML? So everything is separate from the main thread which has it's own windows etc.

Thanks!

14
Graphics / Alpha transparency shows white
« on: October 01, 2013, 09:21:52 pm »
Hi

Has anyone ever seen graphics with alpha pixels showing as white? I have this strange behaviour on a newer Intel HD graphics device.

Thanks

15
Graphics / Windows 8
« on: September 19, 2013, 05:53:10 pm »
Hi

Has anyone ever run an SFML game on a Dell Latitude 10 tablet running Windows 8? I've got a report of our game running on one, and in one part of the game (which uses off-screen textures) sprites are drawn upside-down.

We don't have the hardware here to replicate this, but I imagine it's a driver problem??

Thanks


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