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Topics - slotdev

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31
Network / sf::Ftp linker error...
« on: July 24, 2012, 12:45:44 pm »
Hi

I get this:

error LNK2019: unresolved external symbol "public: class sf::Ftp::Response __thiscall sf::Ftp::CreateDirectoryA

Previous threads from a long time ago suggest its to do with the order of Windows header files. I've tried to work around this, and no luck. Either I can get it to compile, but fail on linking, or it just won't compile (with header order the other way).

Any ideas on a work-around?

Thanks
Ed

32
General / Intel GPUs (again)
« on: July 20, 2012, 05:57:01 pm »
Hi

So we're trying to get performance out of this crappy Intel 82855 chipset (64mb VRAM...so it says). We have the some strange issues, whereby the CPU goes to 100% and the game is (of course) unplayable - 1fps approximately.

Some testing has revealed that by changing the 1024x768 background into 16 tiles has fixed the problem..but it's not really a good solution.

It looks like when its trying to copy large items, it really hits this bottleneck. I guess its a fill rate problem. Its wierd as the game really isn't very complicated and nor are there many things being drawn. I hate old hardware, but we have to use it :(

Does anyone have any ideas for testing/debugging to try and find a good solution?

Thanks
Ed

33
Graphics / getTexture for a SubRect / sprite
« on: July 20, 2012, 02:47:53 pm »
Hi

I have loads of sprites, all derived from large tiles using SetSubRect. Now I need to be able to save to file each of these sprites. I can do a mySprite.getTexture and copy this to an sf::Image...but this is the entire tile for this sprite - not just the data for the small sub-rect.

Any ideas how to achieve this??

Many Thanks
Ed

34
Graphics / Deallocating sprites/textures
« on: July 19, 2012, 04:19:02 pm »
Hi

Quick question...I have a texture and sprite which I load from file and then draw, on start-up (like a splash screen). When these have been displayed, I can then safely remove the texture and sprite as it is never needed again.

My texture & sprite are part of my "graphics engine" and so exist until the class is destroyed at program exit. But I need the video memory that the texture will use....so how do I deallocate it when I've drawn it?

I can move the sf::Texture to be local to my "loading" function...but on exit of this, will the VRAM be released?

Thanks
Ed

35
General / Hooking OpenGL
« on: July 09, 2012, 04:56:02 pm »
Hi Folks

Someone we work with needs to be able to "hook" our game so they can display overlaid graphics etc at any time. I know you can do this with DirectX but I don't know how with OpenGL.

So, given that they won't use SFML, how is best to achieve this? Any ideas?

Thanks
Ed

36
Graphics / OpenGL & Intel drivers
« on: June 14, 2012, 04:00:57 pm »
Hi

I have a hardware platform, of around 8000 PC systems, running XP Embedded with Intel Extreme 2 Graphics. Yes I know it's rubbish. They have version 6.14.10.4497 drivers installed.

OpenGL version is:
GL renderer: Intel 855GM
GL version: 1.3.0 build 4.14.10.4497
GL SL version: not applicable

So it only supports OpenGL 1.3 - not great but we used Geeks 3D GPU caps viewer and it runs a "donut" 3d animation (20,000 polygons + lighting) at 50fps with 1024x768 window. It looks fine.

Us doing simple 2D blitting should be very easy, then. But no, we get 99% CPU usage and ~1 FPS. Our game has around 64mb graphics but we removed pretty much everything and still the very bad frame rate.

I know Intel drivers are crap....but this is really bad. Does anyone know what we can do?

Thanks
Ed

37
Window / Open window larger than screen resolution
« on: June 05, 2012, 10:10:33 pm »
When I open a 1280x1024 window on a system at 1024x768, nothing appears at all - I just see the application buttons on the Windows taskbar. Is this normal?

Ed

38
Graphics / framerate limit
« on: May 23, 2012, 02:38:01 pm »
Hi Folks

Can someone sanity check me with this statement?

I do not have to call sf:Sleep anywhere in my program IF I call SetFramerateLimit already?

Currently, I call sf:Sleep(3) after every check of the render loop (no matter if we rendered something or not).

Thanks
Ed

39
General / High CPU use
« on: April 26, 2012, 10:21:21 am »
We've just started using SFML on yet another new type of hardware, which is a 1.6Ghz Intel Atom (with 1GB RAM), running XP Embedded. My game, which on my Core i3 laptop uses ~3% CPU when idle (and still rendering ~30fps) takes the CPU on the Atom to 97%.

So...what to do? I use a Sleep with 3ms every pass of my game loop, so it's giving a lot of time back to the CPU...I don't think changing this will make any difference. We even reduce the frame rate to 5fps at many points when waiting for user input, to reduce the load from CPU as much as possible.

Does anyone have any ideas? I'd really appreciate some input :-)

Thanks
Ed

40
General / Slow performance on certain systems
« on: April 15, 2012, 10:49:07 pm »
Hi

I've sent my game to a colleague who runs a very fast PC, Win 7 Ultimate x64 and has an AMD Radeon HD 6570. The game runs painfully slowly - like 15 seconds to start vs 2 seconds on my Intel Core i3 (NVidia CUDA gfx).

Has anyone experienced something like this?

Thanks
Ed

41
Feature requests / SFML & Marmalade
« on: April 09, 2012, 09:22:46 pm »
Feasibility of porting SFML 2 to work with the Marmalade system, and therefore iOS, Android, Symbian and loads of other platforms, in one hit.

My guess is...loads of work. But it would be very, very cool.

Ed

42
General / SFML 2 API updates
« on: March 03, 2012, 07:06:11 pm »
I am going to update our codebase from SFML 2 (from November 2011) to the current snapshot.

Was there a list of changes made and what people need to do, to get it working? I know the drawing API has changed a lot from seeing things on this forum, but I have no idea what needs updating.

Any help appreciated!

Thanks
Ed

43
General / SFML and streaming video
« on: February 21, 2012, 04:04:52 pm »
Hi

Supposing I have a socket connection to a video server. Can I use SFML to get the raw data from the stream and display video?

Same with audio :)

Thanks
Ed

44
Feature requests / sf::XML
« on: January 20, 2012, 02:29:11 pm »
An XML parser? I know there are many out there (too many, if you ask me) but so many have bugs, memory leaks and are just not as user-friendly as sf::XML would surely be :-)

45
Graphics / Strange lines on transparent image
« on: January 12, 2012, 04:34:28 pm »
Hi,

I've got this wierd bug with a graphic. I display an image of a "star" which I then scale up to 300% and back to 100% over 60 frames (@30fps).

When it's over about 150% I start to see these white lines at the edge of the star image. Have a look at this graphic - white lines are highlighed in green.



The source image is on a tile and is 112x112 in size.

Any help is much appreciated :)

Ed

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