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Messages - Henrik.Flink

Pages: [1] 2
1
Graphics / Reload image
« on: July 22, 2009, 11:48:09 pm »
Quote from: "Laurent"
I'm afraid it has nothing to do with SFML, it's usually a limitation of the OS.
Yea i thought so, some body know if there is a way to avoid that, in windows.

2
Graphics / Reload image
« on: July 22, 2009, 10:00:34 pm »
Hi!
Right now I am building a tool to the game I'm working on. The problem is that i want that the artist to work in photoshop working on the graphics and then the game will automatic update the image which have been modified. So far it all went well, but when reloading a file that is open is photoshop i get the error that it could not load the image. So it's pretty obvious that it's because it's open in photoshop. So is there anything you could do to make it happend?

3
General / Bad perfromance SFML 1.2
« on: February 17, 2008, 05:01:31 pm »
:?  thanks, but it didn't to the trick. I really wonder what it could be, it must be something thats in SFML 1.2 that is not in 1.1

4
General / Bad perfromance SFML 1.2
« on: February 17, 2008, 03:22:52 pm »
I just change SFML version 1.1 to 1.2 in my project and the performance was aweful, i render 192 32*32 tiles and it's "hacking" alot, i know that the bottle neck is in the render of the tiles. I have not change anything in that code between the versions, what could it be?

5
Window / 2 render windows?
« on: January 22, 2008, 11:33:38 pm »
I was just testing with the views, and the views streches over the whole window which dont really help me att all. I dont think i really get how to do it with the views, i have one view covering the first half of the screen and the other view covering the other half, then i change view just before i do the render call and it seems that it streches over the whole screen which insn't the result i was after(orly?)  :?

6
Window / 2 render windows?
« on: January 22, 2008, 11:58:06 am »
I dont think i will have to cut anuthing cus it's fore i tilebased game so nothing will ever be outside the tile map if it's that you mean...

7
Window / 2 render windows?
« on: January 21, 2008, 11:24:08 pm »
I think i want to use 2 render windows to blit things at different places in the window, dont even know if it's possible or if there is any other solution? But the thing is that i want 1 window but i want like one render window that blits from lets say (0, 0) - (100, 100) and one that blits from (100,0) - (200,100).
So i can call render on a sprite with coordinates (10,10) on the second rederwindow so its "global" position will be (110,10).

I have faked this so it works well by offesetting the coordinates when i call render but i wonder if there is any better solution?

8
Graphics / renderwindow error
« on: January 14, 2008, 08:22:06 am »
Ah yes im using express, thanks alot!

9
Graphics / renderwindow error
« on: January 13, 2008, 07:13:42 pm »
When i try to create a renderwindow i get these errors:
Code: [Select]
Error 1 error LNK2001: unresolved external symbol __imp__ShowWindow@8 sfml-window-d.lib
Error 2 error LNK2001: unresolved external symbol __imp__CreateWindowExW@48 sfml-window-d.lib
Error 3 error LNK2001: unresolved external symbol __imp__SetWindowLongW@12 sfml-window-d.lib
Error 4 error LNK2001: unresolved external symbol __imp__GetClientRect@8 sfml-window-d.lib
Error 5 error LNK2001: unresolved external symbol __imp__AdjustWindowRect@12 sfml-window-d.lib
and more. Ive included the graphics pack and the graphics lib so it should work...

10
General / Graphics without RenderWindow
« on: January 09, 2008, 12:46:05 pm »
oh i ment 1.1

11
General / Graphics without RenderWindow
« on: January 08, 2008, 05:08:22 pm »
x & y size are  32 and im using sfml 1.2

12
General / Graphics without RenderWindow
« on: January 08, 2008, 02:41:41 pm »
Hmm just a  side question, when i try to create an image i get these errors 7 times on different rows:
An internal OpenGL call failed in image.cpp (448) : GL_INVALID_OPERATION, the specified operation is not allowed in the current state

The Code:

Code: [Select]
sf::image world_image;
world_image.Create( xSize, ySize, sf::Color( 255,0,0 ) );

13
General / Graphics without RenderWindow
« on: January 07, 2008, 09:50:16 pm »
Is it possible to use the graphics pac without using a renderwindow, i just want the feature to create new images and not render anything att all, just a console window?

14
Graphics / Error loading image
« on: October 31, 2007, 11:53:16 pm »
Put the DevIL.dll int the debug/release folder?

15
Graphics / Sprite.SetImage memory trouble
« on: October 30, 2007, 02:15:29 pm »
Hmm i maybe get what your problem is and my suggestion is to do:

you can have a class named TileMap for example with a sfImage tileImage.

then you have a class for each tile which have a sfSprite and a create function with a sfImage pointer: Create(sfImage* tileImage);
So you can set the sprite to the image pointer like this:
tileSpriteName.SetImage(*tileImage) in the Create function. Then you can set the sub rect in each tile using the same image.

Also in the tileMap class when you call the Create function it should(could) look like this: tile
  • [y].Create(&tileImage);


Hope it helped...

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