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Messages - Acrobat

Pages: [1] 2 3 ... 11
1
Graphics / Re: RenderTexture Issues.
« on: August 14, 2013, 07:58:38 pm »
 :(

2
Graphics / Re: RenderTexture Issues.
« on: August 14, 2013, 11:12:50 am »
Don't use Render Targets with SFML, we already did SFML - Direct3D port to continue developing.  :P

3
SFML projects / Re: Any success stories ?
« on: July 22, 2013, 12:24:11 pm »
The Intel bug with RenderTexture has been "fixed" now for a few month, so if you come across such an issue, then they're using an old SFML version.
Latest SFML.
I can reproduce this bug on windows XP.

Just asking if there are any published games (by bigfish or any other publisher).

4
SFML projects / Any success stories ?
« on: July 22, 2013, 11:13:06 am »
Looking for a sfml game released in bigfishgames or else.

I got many bugs from bfg QA.
For example : Render Texture not working on G965 Express Chipset Family (windows XP only, windows 7 - Ok)
The texture is created, but can't be displayed, also crashes at exit (i'm sure because of this)
Also problem with outdated drivers, and hardware that have no official support (but works with win 7/8)

What do you think about it ?

5
Graphics / Re: Problem with RenderTexture
« on: April 04, 2013, 05:31:24 pm »
I have a test computer with the same video card, windows 8, no issues.

6
Graphics / Re: RenderTexture artifacts (Mac only)
« on: March 27, 2013, 04:41:43 pm »
Well, then provide a SSCCE !

BTW, the linked topic is about an older version of SFML so I can't use that for testing.
Okay, nevermind.
Some words : we are using multithreaded loading for resources, and we had problems with it (mixing with render textures), after using render texture we had many other textures broken (strange glitches). I just added glFlush() everywhere where i create/load/delete sf::Texture and sf::RenderTexture. For me the problem is solved. I can send you screenshots but after the game will be released.  ;)

If someone will have the same issue : just use glFlush().

7
Graphics / Re: RenderTexture artifacts (Mac only)
« on: March 27, 2013, 03:46:39 pm »
Time to update this issue, it's not fixed. Same issue here : http://www.sfml-dev.org/old-forum/viewtopic.php?t=6769&sid=86d7d8d59ac0b9e1c18ede2c445ec0b1

8
General / Some information SFML2.0
« on: March 18, 2013, 08:35:04 pm »
I got an old computer, with stupid video card, and found some issues.
1. Render to texture issue
Before i used 1 RenderTexture to render anything i need, and copy it to other texture via sf::Image
Everything worked well except this computer, sfml can't recreate RenderTexture with new size (view create method). All textures were the same. The obvious solution was to create many RenderTextures for my needs.
2. OpenAl32.dll
Sfml uses software sound. Again on this computer i had issues with performance, the sound was awful. Solution is to rebuild OpenAl to use hardware (take sources from creative svn), rebuild sfml to use new lib and dll. (Also you need to add one more wrap_oal.dll)
3. Audio issue.
I got USB sound card, it works well, but when you unplug it, and plug again, application crashes. Solution was to comment out Joystick initialization and events. That's because windows detected sound card as input device.

9
Graphics / Re: AW: Printscreen in Windows
« on: March 12, 2013, 10:38:12 am »
If you just want the content of the window: window.capture()
Your answers are SOOO "helpfull".

Solution to make a printscreen if fullscreen mode on windows :
void copyScreenshotToClipboard(const sf::Image & image)
{
        BITMAPINFOHEADER bmpInfoHeader = {0};
        bmpInfoHeader.biSize = sizeof(BITMAPINFOHEADER);
        bmpInfoHeader.biBitCount = 24;
        bmpInfoHeader.biClrImportant = 0;
        bmpInfoHeader.biClrUsed = 0;
        bmpInfoHeader.biCompression = BI_RGB;
        bmpInfoHeader.biHeight = image.getSize().y;
        bmpInfoHeader.biWidth = image.getSize().x;
        bmpInfoHeader.biPlanes = 1;
        bmpInfoHeader.biSizeImage = image.getSize().x * image.getSize().y * 3;

        HGLOBAL hResult;
        if (!OpenClipboard(NULL)) return ;
        if (!EmptyClipboard()) return ;
       
        int size = sizeof(BITMAPINFOHEADER) + bmpInfoHeader.biSizeImage;
        hResult = GlobalAlloc(GMEM_MOVEABLE, size);
        if (hResult == NULL) return ;

        void * pointer = GlobalLock(hResult);
        memcpy(pointer, &bmpInfoHeader, sizeof(BITMAPINFOHEADER));
        pointer = (void*) ((int)pointer + sizeof(BITMAPINFOHEADER));
        const unsigned char * src = image.getPixelsPtr() + (image.getSize().y - 1) * image.getSize().x * 4;
        unsigned char * dest = (unsigned char*)pointer;
        unsigned int srcIndex = 0;
        unsigned int dstIndex = 0;
        for (unsigned int i = 0; i < image.getSize().y; i++) {
                for (unsigned int j = 0; j < image.getSize().x; j++) {                 
                        dest[dstIndex + 0] = src[srcIndex + 2];
                        dest[dstIndex + 1] = src[srcIndex + 1];
                        dest[dstIndex + 2] = src[srcIndex + 0];
                        dstIndex += 3;
                        srcIndex += 4;
                }
                srcIndex = 0;
                src -= image.getSize().x * 4;
                if (image.getSize().x % 4 != 0) dstIndex += 4 - image.getSize().x % 4;
        }

        GlobalUnlock(hResult);

        if (SetClipboardData(CF_DIB, hResult) == NULL) {
                CloseClipboard();
                return ;        // error
        }

        CloseClipboard();
        GlobalFree(hResult);
}
 

This will copy the content of image to clipbuffer, you can insert it to any other program (photoshop, paint, etc.)

To Handle print screen use :
GetAsyncKeyState(VK_SNAPSHOT)

call copyScreenshotToClipboard on the next iteration

10
Graphics / Printscreen in Windows
« on: March 07, 2013, 08:41:06 am »
Does anybody have a solution to make screenshots in Windows in Fullescreen ? First of all you can't handle printscreen button (via sfml), second, by default you got black screen. So i think we need to handle it, and upload our picture ?

11
Window / Re: Windows screensaver preview
« on: March 07, 2013, 08:37:10 am »
I found the other way to make screensavers, see this : http://msdn.microsoft.com/en-us/library/cc144066(v=vs.85).aspx
P.S. you can insert this in the doc or else, because everyone start with parsing keys and creating window, and this solution is working perfect.

12
Window / Re: Windows screensaver preview
« on: March 04, 2013, 02:41:28 pm »
program is started with params "-p <handle>", it works as expected, but it doesn't receive events

13
Window / Re: Windows screensaver preview
« on: March 04, 2013, 02:18:25 pm »
I have more info :

WindowImplWin32::WindowImplWin32(WindowHandle handle) :
m_handle          (handle),
m_callback        (0),
m_cursor          (NULL),
m_icon            (NULL),
m_keyRepeatEnabled(true),
m_isCursorIn      (false),
m_lastSize        (0, 0),
m_resizing        (false)
{
    if (m_handle)
    {
        SetLastError(0);
        // We change the event procedure of the control (it is important to save the old one)
        SetWindowLongPtr(m_handle, GWLP_USERDATA, reinterpret_cast<LONG_PTR>(this));
        m_callback = SetWindowLongPtr(m_handle, GWLP_WNDPROC, reinterpret_cast<LONG_PTR>(&WindowImplWin32::globalOnEvent));
        int err = GetLastError();
        int a = err;
        a += 1;
    }
}
 

GetLastError() returns 5

Quote
ERROR_ACCESS_DENIED
5 (0x5)
Access is denied.
http://msdn.microsoft.com/en-us/library/windows/desktop/ms681382(v=vs.85).aspx

14
Window / Re: Windows screensaver preview
« on: March 04, 2013, 02:11:10 pm »
Yes, it returns only 0  :(

15
Window / Re: Windows screensaver preview
« on: March 04, 2013, 01:35:14 pm »
no changes

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