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Messages - greeniekin

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31
Audio / Re: sounds stream test
« on: April 13, 2012, 09:48:58 pm »
Did you first use the openal32.dll file provided with SFML, or some random version that was already installed on your PC?

That is true I just ran it without any openal.dll in it's folder. So it must have been a pre-existing openal library on my pc. Though it is strange that they would be different. The one i downloaded said last updated in Summer of 2009. O well. Mystery solved.

32
Audio / sounds stream test
« on: April 13, 2012, 08:47:08 pm »
I saw the soundStream class and i decided on testing it out with a little tone synth thing.

I originally had heaps of trouble. It worked but with crackling and pops even when 20 secs of audio of one tone was sent at a time. Drove me mad. I eventually went to the site below and updated openal and it worked(i'm on windows 7 by the way)
http://connect.creativelabs.com/openal/Downloads/Forms/AllItems.aspx

What I was wondering is for how many of you does it pop or crackle and if you fixed it with the download from the site. The demo is below. Also remember that if you switch notes quickly you will get a pop. That is because of my implementation and not openal. I only fade in one not and out one note at a time.

https://legacy.sfmluploads.org/file/126

Any feedback will be much appreciated.


33
General discussions / Re: What is SFML_SYSTEM_API for(and others)?
« on: March 29, 2012, 03:50:59 pm »
I suppose i can see some value of something like this in a 2d engine. For instance even if it is not mesh models being loaded attaching an optional spec map and normal map could make an amazing 2d game. Even not bothering with shadows.

The simple space invaders games could have detailed spacships and as a laser flies by it lights the objects normally.

Though having meshes and models you will probably end up with scene managers and start to become more 3d engine.

Deferred shading will likely be an issue on phones(which i assume is a goal of sfml). Even the xbox360 can not deal with differed shading without doing sections of the screen separately(or so i read).

Maybe it might be worth making something called "graphics3d"
where you only include that and not the 2d api. otherwise it would be confusing with the different classes like shader and texture which will not work that well. Which it sounds like your pretty much doing anyway, as well  as me and probably a couple other people.

Though it is hard to know when you have gone to far and it may as-well be ogre3d.

Edit:


Also i had a look at your classes and tried to compile your stuff. Under mingw i get cimpile errors, because you have "Float" with a capital. I changed it to "float" and it seems better.

34
General discussions / Re: What is SFML_SYSTEM_API for(and others)?
« on: March 27, 2012, 09:32:45 am »
Groogy I'll have a look at it. I can not imagine MRT would be useful for the 2d api. I could not find MultipleRenderTextures in your github page.

I didn't have much trouble with the MRT and I created the textures for the FBO with opengl. As i wanted floating point for some things. The sfml shader class worked well. Though now I need to attach my g-buffer textures to the shader, and there is no way to do it with the current shader class.

So i'm thinking of makeing an fbo class, as well as a modified texture class with more options and make sure the shader class works with it all. do not know if it is worth having a render buffer class. Maybe make that just part of the fbo.

35
General discussions / Re: What is SFML_SYSTEM_API for(and others)?
« on: March 26, 2012, 05:43:41 am »
thanks jDralliam. That helped me realize that i had deleted this because i didn't know what it was and figured i did not need it.

#include <SFML/System/Export.hpp>

Groogy it is funny that you mentioned MRT as I had implemented that then and was trying to do Deferred shading.

Nexus I figured this question would come up.
Pretty much I wanted to mainly use openGL and try make some 3d stuff. SFML had these really powerful classes that could simplify some annoying things and I was already using it.
I thought inheriting these classes to add functionality would work. Though it usually doesn't as critical parts are private or the way it is designed makes it not work. So I started editing classes and started making it a personal hacked version. So i figure I may add some features I want elsewhere rather than bloating my project files, or making a separate libraries of my own. Like a dateTime feature and a modified file time function. So I can load changed scripts or files on the fly without restarting the app.

36
General discussions / What is SFML_SYSTEM_API for(and others)?
« on: March 25, 2012, 04:39:29 pm »
I just though i would add a class to my sfml system lib to make some things easier things.

i copied clock and based it off that largely(also editing cmake and system.hpp). It has a sections in the header like this.

class SFML_SYSTEM_API Clock

I have pretty much the same thing

class SFML_SYSTEM_API DateTime

I get this error

error: variable 'sf::SFML_SYSTEM_API sf::DateTime' has initializer but incomplete type

When i remove SFML_SYSTEM_API  from my class definition it compiles and also works in my example program. So i do not really get why it is there and why it will not accept my class.
(I may post full class code later after hearing what it is, and if i can not solve it from that.)

I appreciate any help you guys can give me.

37
Feature requests / sfml gl lib
« on: March 07, 2012, 02:10:43 am »
I know previously in pre version 2 you seemed to allow the loading of extensions by an application through sfml. I know you have removed this as you are trying to add abstraction for gl es,xbox or whatever.

Though it seems you still load glew into the library, and your libraries are powerful and make it easy to develop for.

I know you can add GLee or glew again. Just seems a slight waste when it is in your library as well.
I was wondering if you might consider making SFML GL library. That helps integrate some of your libraries with someone aiming for using GL.

An example is your powerful font library. I rewrote a sfml text class to be more friendly with my needs in opengl. Also your file texture loading has saved me a huge hassle(nothing really needs to change there. It simply works).

even if the answer is no. Any ideas on what such a library would include would be helpful. Maybe an idea how Drawable classes can be used uniformly open gl.

I'm not really asking that scene managers and all that other stuff be included, because then that is essentially making a 3d engine.

While I do not expect you to drop everything and write it(I and hopefully the community would write it). Would it be something you would consider for inclusion with SFML?

38
SFML projects / sfMidi - Play MIDI in SFML
« on: March 02, 2012, 02:07:46 pm »
That is true. It does not have support for loading midi files.
I do think your current method is better for just playing midi files. More reliable cross platform.

I had not heard of portMidi.
They look like really good libraries.
The license may actually better. In that your not required to send changes back to the creator.

Plus the fact that it can be used with portsmf(midi file reader/writer/data-structure) and scorealign(aligning audo and midi). plus the portmedia project which these are apart of has stuff for audio api and vidio api.

I know you know this zorexx. Just wanted to mention this for other readers.

39
SFML projects / sfMidi - Play MIDI in SFML
« on: March 02, 2012, 04:13:06 am »
This is something I thought mentioning.

There is a library called rtMidi. The license is not restrictive. Apart from if there are any changes to rtMidi post them to the creator. It does not synthesise but deals with receiving and sending midi messages. Which would make seeking, pausing and dynamic music easy. With no large sound fonts.

On windows this means you can use the built in midi synth. Which actually sounds pretty good.

On linux of course the problem is linux can have nothing. There are packages that give midi synth and that can be installed and it should work.

Mac I have no idea about. Well they can always plug into an external synth ><.

Obviously your method has less requirements(regarding operating system). Code reuse from sfml sound would not really be an issue as very little code is need to make rtMidi work.

40
General discussions / google chromes Native Client SDK
« on: December 10, 2011, 02:34:54 am »
I just heard that bastion was released in google chrome. It apparently uses google chromes native client SDK which allows you to compile c and c++ for use in google chrome.

Hopefully SFML can be ported to use this one day. Though it looks like it does not expose opengl or opengl ES(I know sfml doesn't support it but work done for android would simultaneously help this), but it's own abstraction of rendering. Makes sense if plans are to make it run everywhere.

Just thought I would mention it. What are your guys thoughts?

Edit:
I thought i posted this in "General discussions" not general help. Might need to be moved.

41
SFML projects / SFMLTheora 1.3 - Play videos in SFML
« on: October 11, 2011, 12:52:49 pm »
I tried fownloading from here.
ftp://ftp.drivehq.com/zorexxlkl/downloads/SFMLTheora-1.3.2-CMake.zip
Though I get
"Error 601 (net::ERR_FTP_FAILED): Unknown error."
I will try again tomorrow see if I have any better luck.

42
Graphics / Any plans for sfml text to be opengl friendly
« on: October 08, 2011, 03:42:39 pm »
I mainly use SFML to load images and use opengl context.
I would really like to use the amazing feature of SFML fonts. Much better than my bitmap fonts I use now.
Though the problem is it can only be drawn when using render window.

I could rewrite SFML:: text to allow this by copy and pasting it and just modifying Text::Render to use pure opengl commands. Though that seems like a real waste.

Is there any plans of making them friendly to both?

I mean you could have dummy
RenderTarget and Renderer to pass to sfml::Text and then you wouldn't need to change anything of sfml::Text and would allow any drawable object to work.
It would just need to not apply any predefined transformations like renderWindow does. That way transformations in opengl will effect the font and also wont effect other opengl settings.

I would be greatful of an ideas or suggestions.

43
SFML projects / Airport
« on: October 08, 2011, 02:49:33 am »
I like the new warning bars on the sides. Originally I thought it would be good to help identify it's function. Though it also helps a lot in noticing them. I found before I would not notice some of the black bars flickering, but now I never miss them.

44
SFML projects / Airport
« on: October 07, 2011, 08:06:59 am »
fantastic game. very very hard. The max i got was 84. When ever I route a plane near edge of screen it's like the game knows to spawn something that will crash with it straight away. If you did do that then your pure evil lol.

One thing is the flashing black bars on the edge of the screen telling you a plane will spawn there. I originally thought it was a rendering glitch. Maybe if it was a warning color or something it would help identify it. Like the striped black and yellow warning pattern.
Here is a picture of what I mean.


That that is nitpicking everything looks great and I actually like it in it's cartoon form rather than real images. The particle effects look really good as well.

45
SFML projects / SFMLTheora 1.3 - Play videos in SFML
« on: October 05, 2011, 03:35:14 am »
I don't need it soon. In fact I've expanded the scope for my project. (I know scope creep is pure evil),from a simple game to having ability for song editing, and a market to submit it to.

If you need me to test it or some information I will be more than happy to help. I will keep a close eye on this topic.

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