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Messages - zarka

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76
Graphics / Transparency
« on: October 01, 2007, 10:10:09 pm »
Yes you can do like this

Code: [Select]

myDrawable.SetColor(sf::Color(255,255,255,128));


then it will be the original image with 50% transparency.

you will need to use white to not pollute the image with any color

77
SFML projects / Particles!
« on: September 28, 2007, 11:28:35 pm »
So i have made some (slow) progress, and implemented a bunch of different emitters and affectors and here you can see the result


78
SFML projects / Particles!
« on: September 22, 2007, 11:51:00 pm »
I thought i would share some screen shoots of my current SFML project, as the topic already reveled it's about particle systems.
I have used an approach similar to that of Ogre3ds with particle systems built up by emitters and affectors. the system is being developed for use in 2d but shouldn't be to hard to scale up to 3d.



what is seen in the picture?
one particle system containing 2 point emitters. each emitter is affected by a fade in affector a fade out affector and a linear force affector.

what is currently on my to do list? Adding manager and factory classes, perhaps some way to create system from config files,  code cleanup and bug testing.

EDIT: code now available on the wiki: http://www.sfml-dev.org/wiki/en/projects/particle_system

79
Graphics / Upside down screenshoots
« on: August 21, 2007, 12:03:25 am »
I just tried to run sfRenderWindow::Capture and the image came out upside down.. am i doing something wrong or is this a bug ?

Code: [Select]

mSprite.Rotate(mApp.GetFrameTime()*50);
mApp.Draw(mSprite);
//Draw our console
mConsole.Draw(mApp);
if(mTakeScreen)
{
mApp.Capture("screenshoot.jpg");
mTakeScreen = false;
}
/// Update the window
mApp.Display();


mConsole.Draw(mApp) renders some sfStrings and a sfSprite using mApp.Draw()

80
Graphics / Image.LoadFromFile("sprite.tga") Won't load the im
« on: August 20, 2007, 11:55:12 pm »
have you tried putting your images in the same folder as your .sln/.vcproj file(s) ?. this is the default working directories in vc2005.

To change working directory in vc2005, right click on your project and choose  properties then under debugging tab you can set working directory.

81
General discussions / this looks interesting
« on: August 20, 2007, 04:26:22 pm »
I too saw this of the gamedev news, and after playing around a bit i must say this seams like something i will continue to use :)

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anything