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Topics - eglomer

Pages: [1]
1
Window / Cannot draw 2D elements with modern OpenGL
« on: June 04, 2015, 09:50:46 pm »
Hi!

I'm trying to draw some 2D elements mixed with some 3D elements using OpenGL 3.3, but 2D elements never appears in the screen.

I prepared a full example to test this issue:
http://pastebin.com/BvJbK5K9

Some info:
- SFML: I tried it with version 2.1 and 2.3 with the same result.
- OS: Win7 64b (but game is compiled in x86).

Can anybody help me to make this works?

Thanks!!

2
Graphics / sf::Texture and std::vector error
« on: January 12, 2013, 07:51:54 pm »
Hi! I'm newbie in STL use and I'm doing some tests with a vector of my own class. The code:
class Animation{
        sf::Texture m_texture;
        sf::Sprite m_image;
        // Other stuff
       
public:
        // Constructors
        Animation(){}
        Animation (std::string file){
                m_texture.loadFromFile(file);
                m_image = sf::Sprite(m_texture);
                // ...
        }
        Animation (const Animation& anim){ // Copy constructor
                m_texture = sf::Texture(anim.m_texture);
                m_image = sf::Sprite(anim.m_image);
                // ...
        }
       
        // get the sprite to draw      
        sf::Sprite& getSprite(){
                return m_image;
        }
};
 

class Game{
        std::vector <Animation> m_player;
        // ...
       
public:
        Game(){}
       
        void run(sf::RenderWindow *m_window){
                loadLevel(); // Load players and so on...
               
                // Load players, method 2 (with this game works fine)
                /*Animation a("001.png"), b("002.png");
                m_player.push_back(a);
                m_player.push_back(b);*/

               
                while (m_window->isOpen()){
                        sf::Event event;
                        while(m_window->pollEvent(event)){
                                if(event.type == sf::Event::Closed || (event.type == sf::Event::KeyReleased && event.key.code == sf::Keyboard::Escape)){
                                        m_window->close();
                                }
                        }
                       
                        m_window->clear();
                        for (std::vector<Animation>::iterator i = m_player.begin(); i < m_player.end(); i++){ // Draw the animations
                                m_window->draw((*i).getSprite()); // Here I get the error
                        }
                        m_window->display();
                }
               
                unloadLevel();
        }
       
       
        void loadLevel(){
                Animation a("001.png");
                Animation b("002.png");
                m_player.push_back(a);
                m_player.push_back(b);
        }
       
       
        void unloadLevel(){
                m_player.clear();
        }
};

int main(int argc, char **argv){
        sf::RenderWindow window(sf::VideoMode(800, 600), "SFML window");
        Game game;
        game.run(&window);
       
        return 0;
}

The problem is that, when I use "loadLevel()" to load my animations, I get an error when I try to show them, or get an empty texture (the shape of the image filled in blank), but when I use the "method 2" instead of "loadLevel()" it works fine...

Any idea?

I'm using SFML 2.0 with CodeLite 5570 (Win7 x64).

Thank you.

PS: You can download the project from HERE

3
Graphics / [SOLVED] Sprite resize error
« on: October 28, 2011, 02:30:38 pm »
I load an image with:
Code: [Select]
sf::Image img;
sf::Sprite sprite;

img.LoadFromFile("myimage.png"); // An image of 480x530 px
img.SetSmooth(0);

sprite.SetImage(img);
sprite.SetPosition(0, 0);
sprite.Resize(480, 530);


and when I show it with App.Draw (sprite); there's no problem. But then I change the image with:
Code: [Select]
img.LoadFromFile("biggerimage.png"); // An image of 500x500 px
sprite.SetImage(img);
sprite.Resize(480, 530);


then the image looks 500x500 size but cutted to 480x530, so it looks ugly.

How can I change an sprite image into a bigger image and resize it correctly?

4
Window / [SOLVED] App chash when minimize
« on: October 24, 2011, 12:38:21 pm »
Hi!

I have write a code to keep aspect ratio in my app, but when I minimize the window, my app crash.

The code is:
Code: [Select]
// sys.panoramica is 1 if resolution screen is panoramic
// sys.proporcional set if we will keep the aspect ratio

sf::Event Event;
while (App.GetEvent(Event)){

        // keep aspect
if (Event.Type == sf::Event::Resized){
if (sys.panoramica ){
if (sys.proporcional && ( (App.GetHeight()*100 / App.GetWidth() != 56) && (App.GetHeight()*100 / App.GetWidth() != 60) ) ){
App.SetSize(App.GetWidth(), ( App.GetWidth() * 60 / 100) );
}
}else{
if (sys.proporcional && (App.GetHeight()*100 / App.GetWidth() != 75)){
App.SetSize(App.GetWidth(), ( App.GetWidth() * 75 / 100) );
}
}
}
}


Some idea?  :?

I'm using Win7-32, CodeLitte and SFML 1.6

5
Window / [SOLVED] Window Size problem
« on: May 27, 2011, 03:08:23 am »
Hi! I have some problems with my window size. I mean, I do that:

Code: [Select]
// 1280x800x32 is my desktop configuration
sys.width = 1280;
sys.height = 800;
sys.bpp = 32;

*  *  *

sf::RenderWindow App;
char title[100] = "";
sprintf (title, "Storm Alarm %d.%d.%d", sys.version, sys.revision, sys.beta);
App.Create(sf::VideoMode(sys.width, sys.height, sys.bpp), title);
App.SetFramerateLimit(15);
App.SetIcon(39, 38,  Icon.GetPixelsPtr() );
App.SetPosition(0,0);
printf ("Width: %d  Height: %d\n", App.GetWidth(), App.GetHeight());


But in DOS console I get:
Code: [Select]
Width:1280  Height: 778

And my window background is incompleted, as the titlebar was eatting up the image, but if I try with 1280x720 or minor I have no problem.

There is a screenshot with the window maximized:
SCREENSHOT

I'm using SFML 1.6, Windows 7 and CodeLite with g++.

Some idea?

PS: Sorry about my English -.-U

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