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Messages - Jebbs

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76
General discussions / Re: SFML 3 - What is your vision?
« on: April 28, 2014, 05:06:20 pm »
A sprite batch is just a way to reduce the number of draw call for things that use the same texture.

This code for example:
Code: [Select]
SpriteBatch.Begin();
SpriteBatch.Draw(Sprite1);
SpriteBatch.Draw(Sprite2);
SpriteBatch.Draw(Sprite3);
SpriteBatch.Draw(Sprite4);
SpriteBatch.Draw(Sprite5);
SpriteBatch.End();
RenderWindow.Draw(SpriteBatch);

If all of those sprites used the same texture, it would essentially create a vertex array and then draw everything with one draw call internally.

For such thing, you can simply create vertex array. If I would wanna use spritebatches only for drawing sprites with same texture, I wouldn´t use them. Yes, spritebatch should reduce draw calls, but imo efficient spritebatch reduces it to number of different textures what are added to it.

Perhaps I oversimplified it by mentioning only one texture, but yeah, sprite batches should work regardless of the thing being drawn has the same texture as anything else in the batch. That was just supposed to be a basic example to explain the underlying concept to eXpl0it3r. ;)

77
General discussions / Re: SFML 3 - What is your vision?
« on: April 28, 2014, 04:51:04 pm »
As for sprite batching, you suggest it as addition to the normal sprite rendering, but is there any advantage not to batch all sprites or dwhat's the difference between batching and non-batching?


A sprite batch is just a way to reduce the number of draw call for things that use the same texture.

This code for example:
Code: [Select]
SpriteBatch.Begin();
SpriteBatch.Draw(Sprite1);
SpriteBatch.Draw(Sprite2);
SpriteBatch.Draw(Sprite3);
SpriteBatch.Draw(Sprite4);
SpriteBatch.Draw(Sprite5);
SpriteBatch.End();
RenderWindow.Draw(SpriteBatch);

If all of those sprites used the same texture, it would essentially create a vertex array and then draw everything with one draw call internally.

78
D / New C Test Branch
« on: April 28, 2014, 09:26:31 am »
Hey all,

I've been thinking about this for a while and finally got around to it today. I took my DSFML-C binding and merged it directly with the SFML sources. This is interesting to me because it allows for some cool things, like being able to build statically, having direct access to some of the things in SFML(like image's implementation stuff), and it fixes a strange issue on Linux that I had, as well as probably fixing this guy's error(https://github.com/Jebbs/DSFML/issues/65)

Some things still need to be cleaned up, but it works as far as I can tell!(Tested it on Windows and Linux just now).

If any one else wants to test it out you can either download the sources here: https://github.com/Jebbs/DSFML-C/tree/Merged (The building process is the exact same as building SFML)

Or check out the ones I build myself.
Linux x64
Windows x86


79
General discussions / Re: The new SFML team
« on: April 22, 2014, 03:31:04 am »
Wow, this is quite a big change!

I'm pretty hopeful though. Having more people will hopefully mean more things get done and also hopefully much more progress.

Congrats to all the new team members and good luck. :)

80
D / Re: [xcb] Unknown request in queue while dequeuing
« on: April 12, 2014, 04:31:52 am »
Awesome. I'll check it out and will try to get back to you before Monday.

This only happens on Linux, right? Have you tried it on Windows or maybe OSX at all?

81
SFML game jam / Feature Requests!
« on: April 07, 2014, 07:37:46 pm »
Hey everyone!

I wanted to get some ideas for how to improve the game jam's website so that I can start prioritizing and then getting to work.

So..have at it! Let me know what you would like to see added, removed, changed, or whatever.

82
D / Re: [xcb] Unknown request in queue while dequeuing
« on: April 07, 2014, 07:25:20 pm »
Well, if you did get a minimal example, I would love to see it and maybe mess around with it.

If static constructors are run in a different thread, that is something I wasn't aware of at all. I guess it kind of makes sense, but still seems a little strange. A disclaimer is definitely something easily done and probably should be done.

Did you ever try to call XInitThreads to see if that fixes it? If things are happening like I am imagining them happening it probably won't work, but it might be worth trying out.

83
D / Re: [xcb] Unknown request in queue while dequeuing
« on: April 04, 2014, 08:12:45 pm »
Not sure why it would happen after you upgraded, but I don't think this is DSFML's fault. Doing some searches, people have gotten the same errors using regular SFML, but I will need more information about what exactly you are trying to do in order to point you in the right direction. You could just see if calling XInitThreads fixes the problem, or provide a minimal example that reproduces the issue if you're still having issues.

84
D / DSFML to recieve many updates soon!
« on: March 24, 2014, 05:12:51 am »
Hey all!

With my term now finished I have loads of free time over the next two weeks, so I decided to devote a nice chunk of that to DSFML, specifically updating it to version 2.1.

The reason I am announcing it now is because I will be making changes to not only the D front end, but also to the C/C++ back end. Some of these changes will be breaking changes to the current API.

I'm assuming that a majority of people that use DSFML also use DUB, so I want them to be aware of this. Very soon I'll have a specific branch for DSFML 2.0, and I will post another announcement once it is up, which will also mark when development on 2.1 starts. Should be tomorrow or the next day.

85
General discussions / Re: VertexArray's getVertexCount not size_t?
« on: March 23, 2014, 07:56:13 pm »
And the maximum of a 32-bits unsigned integer is 4 billions, not millions ;)

Oh yeah. My bad. :P

Quote from: Laurent
If I remember correctly, it's for consistency with other classes/functions.

Maybe I'll look more into this. Thanks for the answer!

86
General discussions / VertexArray's getVertexCount not size_t?
« on: March 23, 2014, 07:42:48 pm »
I opened this here instead of Feature Request because I am more curious than anything else, but I always wondered why getVertexCount returned an unsigned integer instead of a size_t.

I mean, I get that 4 million verticies is a lot already, but it just seems like using a size_t in this case, as well as in the RenderTarget's vertex draw method, makes a lot more sense in my opinion.

P.S.

Sorry if this was asked before. I did do some googling, but couldn't find anything related to this.

87
Graphics / Re: Organizing Code with Load Texture
« on: March 23, 2014, 12:22:15 am »
  //resource.cpp
     void CResource::loadGoomba()
     {
          sf::Texture texGoomba;
          ...
     }

Well, declaring the sf::Texture and sf::Sprite inside a function means that they are now local to that function. The stuff in your main will never be able to see them.

Make sure you have a good understanding of C++ before you dig too deep into SFML.


Also, don't forget about the code tags. It makes things much easier to look at. ;)

88
General / Re: SFML on vs2013
« on: March 07, 2014, 07:05:55 pm »

89
SFML game jam / Re: Theme suggestions now open!
« on: March 05, 2014, 03:02:50 am »
    Quote from: zsbzsb
    Quote from: Deathbeam
    And is that sfmlgamejam site code even working? Becouse from what I browsed, it is real mess lol.

    Nope that isn't working at all, as I said, you get two weeks maximum to build a site from scratch (raw PHP and HTML/CSS) that is workable.


    For example, using <center> and <br> design-wise is deprecated, font is not good, too much padding on content (not matching header size) also too much of <ul>. And also, many common things what should be in <header> are simply not there. And. no language specified in main <html> tag. That are just few things what I noticed when I pressed View source code on SFML Game Jam site index.

    <center> isn't used anywhere.......... <br> is valid HTML5 and works fine for adding space between text. Doctype has already been fixed, just not uploaded yet.[/list]
    https://github.com/Jebbs/sfmlgamejam/blob/master/header.php <center>
    And you ignored that you have missing all properties in header such like content, author and such.

    So yeah. Just wanted to point out that the code of the original site was all done by me, who has basically zero experience with any web development practices. I was trying to learn while making the site, but I just didn't have the time. That is why the stuff on MY github account looks so god awful.

    All of zsbzsb's code is functional and works as intended. :P

    And I really like the site's design. Especially since he kicked it out in such a short amount of time like a rockstar.

    90
    Ah, sorry. Don't really know much about OSX. I think what I said is still the case though, unless it started to use compatibility profiles instead of only supporting the core profiles.

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