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Messages - Cornstalks

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31
General discussions / SFML Mobile Issues
« on: May 25, 2013, 06:46:27 pm »
Hi Laurent (and others). Sonkun and I have been working on an Android port of SFML, and some of the issues we're seeing are going to be issues for iOS as well, so I thought we could at least talk about them to try and figure out a good direction to take.

First, OpenGL ES does not support redering quads (only triangles, lines, and points). This requires the vertex buffers for sprites to be different. For individual sprites (where only one quad is drawn per draw call), a triangle strip can easily be used without increasing memory consumption. For "grouped" sprites (where multiple quads are drawn in a single draw call, like sf::Text), GL_TRIANGLES will have to be used. Would you prefer to continue using glDrawArrays, or would you prefer to optionally switch to glDrawElements and use indexed draw arrays? I'm assuming you'll want to stick with glDrawArrays (I think it'll save 8 bytes per quad), but I wanted to try and get your (and others) input.

I thought I had more things to bring up, but I can't think of anything else. If I do, I'll post here. I know I and others are eager to contribute to SFML, and hopefully this will help us better collaborate.

32
General / Re: Mac deploy problems
« on: May 22, 2013, 04:53:55 am »
But my compiler on 10.8 is clang. I can use gcc version 10.5+ with my clang?

I think that is incompatible, no?
If you want, I provide "nightly" builds of SFML and have pre-built binaries for what you want (let me know if you have any issues!). It's also not too hard to build them yourself.

33
General / Re: SFML and minGW + npp
« on: May 22, 2013, 04:48:28 am »
I havnt been able to find any good tutorials on makefiles, is there any you would recommend??
All the links here ;)

34
General / Re: Can't get SFML working with OS X
« on: May 20, 2013, 07:44:23 am »
You need to tell clang you're using libc++ (the implementation of the standard library that supports C++11). The default implementation of the standard library doesn't support C++11, so SFML was built with libc++. By not specifying libc++ in your building options, clang is using the other implementation, so you get conflicts that result in weird errors (because SFML wants one, but you're using the other).

Add -stdlib=libc++ to you call to clang++

35
I'm having this problem as well. Before I followed your tutorial Cornstalks, I followed Laurent's Tutorial. I was trying to statically link SFML, but I was getting about 200 linker errors related to the FreeType library. Some of them were related to the GLEW library.
Don't statically link to SFML on OS X.

Gee, people seem to have weird issues with SFML on OS X. A few people on my blog have said they had issues with the FreeType framework. I'm considering making a video tutorial now...

36
Honestly, I'm puzzled. That's what it should be. The errors are complaining about line 4 (which is blank) and line 6 (which is fine)... It's really hard to say.

The only suggestion I can really make is cleaning the project (Product -> Clean) and then rebuilding (Product -> Build). After doing that, look at all the logs and make sure everything was successful (here's how to look at logs in detail)

37
I think (but could be very wrong) that some music things can be streamed from the disk. Hence, they're not loaded all at once. "Open" makes more sense if the data is streamed.

38
Followed your tutorial to the tee, but I'm getting one error: "Shell Script Invocation Error, Command /bin/sh failed with exit code 2"

Here's a screenshot: http://i.imgur.com/LGyLchh.jpg
I'm assuming that's the project you made after building to test SFML (and you did it exactly how my "Bonus Step" shows, right?). When you created this project, you did say you were going to use frameworks, right?

Any idea what that means?
There's a custom shell script file that runs after building SFML to copy the required dylibs/frameworks into the application bundle. For some reason though, it's complaining about it. Open the shell script file and post the first 15 lines of code (it tells you the path to it... it's a really long one: "/Users/esotericsean/Library/Developer/Xcode/DerivedData/SFML_C++11_.../<lost more junk>/***.sh" just copy that file path, open a terminal, and say "open <paste script file path>"). I just want to make sure they're right and didn't get screwed up.

Also, go to your project's build settings and tell me what the value of "SFML_BINARY_TYPE" is.

39
I've tried both the already compiled binaries and also compiling them myself, both times I've run into linker errors. It works for some people, so I know that I'm doing something wrong -- I'm trying to take it step by step and figure it out.
I think the official tutorials are great, but in case it helps, I've got a short tutorial on building SFML 2 with Clang (and libc++) for C++11. Perhaps yet another resource might help just a little. If you do use my little tutorial, make sure that:

You have OS X 10.8.3
You have Xcode 4.6.2
Your system is all up to date
Your command line tools are up to date (Xcode -> Preferences -> Downloads will tell you if you need to download & install them (or update them)).
You pay very close attention to the last image in my tutorial and set everything exactly as I show it (of course, "Product Name," "Organization Name," and "Company Identifier" may be different).

40
General / Re: Tilemap problem
« on: May 18, 2013, 08:36:53 pm »
you should read this before you post here: http://en.sfml-dev.org/forums/index.php?topic=5559.0
I want to highlight this point, just to be sure the OP doesn't miss it:
Quote
Have you ran the debugger? What does the call stack look like? Don't know how the debugger works? Find a tutorial, seriously, this is the most important tool for a developer

41
General / Re: Weird error - SFML2.0
« on: May 15, 2013, 01:01:38 am »
It is not always going to be "58". If could be anything, when you don't check the event type first it leads to undefined behavior. That undefined behavior will vary depending on the compiler/os and other variables. That's why its best to avoid undefined behavior.
I don't know if I'd word that so strongly ("leads to undefined behavior"). If you actually read the C++ standard, it doesn't say it (accessing "inactive" members of a union) leads to undefined behavior (it also doesn't explicitly say it doesn't lead to undefined behavior).

But yes, it's certainly problematic :D

42
General / Re: SFML 2.0 0n MAC
« on: May 14, 2013, 06:58:44 pm »
Marco
?

Files under Project agree with your image.
It's not the files; ignore them.

Box Q is blank on mine
Not sure what Box Q is.

Apple LLVM compiler 4.2:
on mine reads Apple LLVM GCC 4.2
Then you're using GCC. Not Clang. You downloaded Clang SFML. Change it to "Apple LLVM compiler 4.2" to use Clang. Also make sure you set your linker options right.

Make your options exactly like I say to in the red text if you want to use Clang SFML binaries.

43
General / Re: creating template for projects
« on: May 14, 2013, 06:54:49 pm »
Uhhh... which IDE are you using?

44
I'm still not entirely convinced: some C++11 features are added with updates, like the user defined literals or std::async very recently. Now suppose you use those UDL in your code (so you have the very last version of clang & libc++). You then ship your app to 10.7 users. What happens if they don't have the last version of libc++? Symbols would be missing, right? (Or did I miss some 101 info?)
Xcode lets you target 10.7 with libc++ and clang and C++11 because it works. If you find issues, it's worth a bug report to Apple. Why would this even be a problem for SFML though? SFML doesn't use C++11.

45
And finally, I'd also suggest noting on the downloads page that the Clang builds are linking to libc++ and support C++11. Otherwise, it's not obvious they link to libc++ and support C++11 (and thus look like they should support OS X 10.5, which is why I was puzzled in the first place).
I just want to emphasize this because I think this is what is causing this guy's problem.

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