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Messages - Cornstalks

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61
General discussions / Re: A new logo for SFML
« on: May 02, 2013, 08:27:14 pm »
Alright, here are a few tests. I used the Ubuntu font so it'd be the same as the rest of the website. Also, I moved the "SFML" up a little and didn't shrink it at all. The subtext is a very light gray. Thoughts?

1:



2:



3:



4:



imgur album

62
General discussions / Re: Android Support and OpenGL ES 2.0
« on: May 01, 2013, 06:21:02 pm »
Quote
Doesn't that break the public API though? In which case, we won't be waiting for SFML 3.0 to break the API if OpenGL ES 1.1 is targeted...
Not really, sf::Shader::isAvailable would just always return false and you'd get errors in standard err about not checking it before using sf::Shaders. The latter is actually in place already.
    // First make sure that we can use shaders
    if (!isAvailable())
    {
        err() << "Failed to create a shader: your system doesn't support shaders "
              << "(you should test Shader::isAvailable() before trying to use the Shader class)" << std::endl;
        return false;
    }
Ah, didn't see that. That should work, then.

63
General discussions / Re: Android Support and OpenGL ES 2.0
« on: May 01, 2013, 06:18:26 pm »
Quote
Are you using a NativeActivity? Or are you using JNI?
NativeActivity is a C interface provided by Android to deal with Android activities.
JNI is a C interface to communicate with Java apps in C code.
I know, maybe I should've worded it better. Were you expecting programs using your port to be written in native code and use a NativeActivity, or in Java (and calling SFML through JNI)?

So you're targeting native code programs using a NativeActivity, if I read the right.

Quote
Is there anything I can do that would help you in your work as well?
Well, I would actually appreciate your help. I need to rebase the project on the latest SFML commit, then write a page on how to compile and use. After, you could start porting the network module ?
Sure, I can work there. I'll watch your github project and wait for a bit.

Not to waste your time, I'd prefer you to wait until these two tasks are done and I explain you how it works (Android native apps have a special workflow as they communicate with java apps).
I've used the NDK before and have written a small native app (using a NativeActivity), but sure, more info is always welcome. I'm not sure what your opinion is on this, but I don't think SFML for Android should worry about communicating with Java apps. SFML for Android should, in my opinion, focus solely on native code and native apps (using NativeActivity). Java based Android apps can use JSFML to make the JNI calls to the native backend. I'm not sure what your thoughts are on that though...

Quote
What can I do to help get Android supported?
Write the Android port :P
Sweet, looks like I've got a new project.
Cool, so... every man for himself ?
Easy there, tiger. I didn't necessarily mean I'm starting my own port. My "new project" could very well be "your project."

64
General discussions / Re: A new logo for SFML
« on: May 01, 2013, 05:50:09 pm »
Quote
It just looks like the size/positioning were slightly modified (which looks good, btw), and I wasn't sure if you did that with the PNG or SVG version, and if you want me to I can modify the SVG version to have the same size/positioning.
Ah, you're right. I had to slightly adjust the relative position of the image and text to fit the website. If you can adjust the source SVG, that would be perfect.
Cool. Here's a new version with the same relative sizing and positioning as what's on the website. I also used Scour to optimize the SVG and remove unused elements.

65
General discussions / Re: Android Support and OpenGL ES 2.0
« on: May 01, 2013, 05:43:10 pm »
Quote
And unless I'm misreading something, OpenGL ES 1.1 doesn't support shaders, which makes me wonder what the Shader class will be doing...
Hum... never thought about it. If there's no way to have shaders with OpenGL ES 1.1, the first version of the iOS port will not have sf::Shader.
Doesn't that break the public API though? In which case, we won't be waiting for SFML 3.0 to break the API if OpenGL ES 1.1 is targeted...

And later when you go to OpenGL ES 2.0, you need to reintroduce sf::Shader, and only shaders are allowed.. :) If you ever aim to support both versions it will be a little weird. :)
Agree :)

66
SFML website / Re: New website
« on: May 01, 2013, 04:14:32 pm »
I mean free formats. Which is the maximum that a free library can support.
I know, you'll reply that it may not be obvious to everyone ;)
It's not obvious though. FFmpeg is a free library and supports decoding MP3/H.264/tons of other non-free codecs. So it's not obvious SFML doesn't support MP3. Also, does SFML support PPM? I don't know. But I'd like to, seeing as I have some PPM images that I generate. So I'm not even sure what free formats the library supports.

Quote
One would get a detailed overview of the library's capabilities, without skimming through the whole documentation. As mentioned, it is a good starting point to decide whether SFML is suitable for a project.
I really think that the tutorials index is a good summary of the important features. I couldn't do better if I created a features page.
But it's also a really non-obvious place to look for features. If I wanted to know SFML's features, I would certainly not think of looking at the tutorials. And even if I did, I'd still prefer a more succinct yet detailed list.

When someone first told me about SFML, I went to the website and immediately did two things before deciding to use it:
  • I checked the license
  • I checked the features list to see if it did what I needed it too (and if it did anything else too)

If I wouldn't have been able to do either of those two things, I can say that there's a very good chance I wouldn't have tried SFML.

67
General discussions / Re: Android Support and OpenGL ES 2.0
« on: May 01, 2013, 04:06:50 pm »
Quote
What can I do to help get Android supported?
Write the Android port :P
Sweet, looks like I've got a new project.

Quote
OpenGL ES 2.0 would be awesome
Why?
Because I much prefer the programmable pipeline over the fixed function pipeline. And unless I'm misreading something, OpenGL ES 1.1 doesn't support shaders, which makes me wonder what the Shader class will be doing...

Plus OpenGL ES 2.0 is one step closer to ES 3.0 :)

But I don't expect 2.0 support in SFML anytime soon.

68
General discussions / Re: A new logo for SFML
« on: May 01, 2013, 03:52:33 pm »
Quote
@Laurent: if there are any modifications or tweakings you'd like, let me know! I'm all done with school now so I have plenty of time!
I think the logo is perfect now. There's just the "Simple and Fast Multimedia Library" text that you can try to integrate.
Alright, I'll play with the subtext. It just looks like the size/positioning were slightly modified (which looks good, btw), and I wasn't sure if you did that with the PNG or SVG version, and if you want me to I can modify the SVG version to have the same size/positioning.

69
General discussions / Re: A new logo for SFML
« on: May 01, 2013, 03:49:03 pm »
What about creating a new page on sfml website where could people download sfml logo/splash screen logos for their games?
FYI, I uploaded it to Wikipedia and put it on the SFML page. But yeah, it's not a bad idea to put it on the website.

70
General discussions / Re: A new logo for SFML
« on: April 30, 2013, 10:15:36 pm »
Also Laurent, if you don't mind, I'd like the SFML logo to be public domain (or if you think that's too broad, suggest an alternative; I don't really care too much about the license).

71
General discussions / Android Support and OpenGL ES 2.0
« on: April 30, 2013, 09:52:26 pm »
I want to help with Android support. I've read Sonkun's post and didn't want to derail that thread further, so I'm starting this thread.

Questions for Laurent:
  • What can I do to help get Android supported?
  • OpenGL ES 2.0 would be awesome. At what point do you think SFML would use OpenGL ES 2.0? I assume after SFML 2.2.
  • Is there anything I can do that would help get OpenGL ES 2.0 support into SFML (even if it's quite awhile down the road)?

Questions for Sonkun:
  • Are you using a NativeActivity? Or are you using JNI?
  • Is there anything I can do that would help you in your work as well?

72
SFML website / Re: New website
« on: April 30, 2013, 09:40:10 pm »
Overall, I love it. It's a huge improvement.

However, (and I think someone else mentioned this in one of the other threads) there's nothing on the website (that I can find) that says what SFML is and what its features are. The home page is a decent summary, but it would be nice if there was some kind of feature list of each module, much like there was on the old site. It's really helpful when learning what SFML and in making decisions about whether or not it is worth downloading (to know if it does what you need done).

73
General discussions / Re: SFML 2 and its new website released
« on: April 30, 2013, 09:35:41 pm »
Super duper congrats Laurent!

74
General discussions / Re: A new logo for SFML
« on: April 30, 2013, 09:31:33 pm »
First, I just want to give a HUGE thanks to everyone in this thread! Whether you contributed ideas and feedback to the logos I worked on, or submitted your own logos, or commented and contributed to other logos, it all was incredibly important and beneficial to the evolution of ideas and I don't think we'd be where we are without everyone's contributions. Ya'll are awesome.


Sorry if I missed it, is a Photoshop project file available for the logo?
I posted a large PNG version and the actual SVG. It was made in Inkscape. It looks like Laurent tweaked the sizings of things a little.

@Laurent: if there are any modifications or tweakings you'd like, let me know! I'm all done with school now so I have plenty of time!

75
General discussions / Re: A new logo for SFML
« on: April 29, 2013, 05:26:39 pm »
The Soft Geometry Pro just looks awful in small letters ;)
Agreed :) Unfortunately I don't have time today to play with other variants (or positions). I will have plenty of time tomorrow though.

I think the font I used here would be nice:
...
That looks nice. What font is it?

Alright folks, I'm out for the day. Sorry I can't spend longer on this today. My math DEs are killing me...

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