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Messages - Mario

Pages: 1 [2] 3 4 ... 57
16
Graphics / Re: SF::Font - somehow a glyph getting corrupted.
« on: July 27, 2018, 12:54:49 pm »
Can you share the font file? Or is  it purchased? I'm not sure this is a texture issue.

17
Window / Re: RenderWindow size with Windows scaling
« on: July 27, 2018, 09:42:21 am »
There's an issue/PR somewhere, can't find it right now, but it's basically a known thing.

18
You're following outdated tutorial steps, plus the current master branch doesn't run properly on Android. Trying to get both sorted out as soon as possible.

Basic steps for building can be found in this pull request.

You should also make the change suggested in this issue and the changes from this PR.

19
Window / Re: RenderWindow size with Windows scaling
« on: July 17, 2018, 09:58:18 am »
It's a problem/bug with how SFML announces DPI scaling and (mis-)handles window (re-)sizing. If you've built SFML yourself, look for WindowImpl32.cpp, there's a function setProcessDpiAware(). Make it return on the very first line (basically skipping the remaining code) and see if that fixes the issue or what changes.

20
Window / Re: Switch/Minimize window issue on Android
« on: July 09, 2018, 10:02:21 pm »
Ideally you'd listen for the sf::Event::MouseLeft event and save your app/close it, then continue next load. There are a few issues right now with lost contexts, trying to draw while the context is lost, etc. unfortunately completely lacking time right now to set something up for debugging etc.

21
SFML projects / Re: ALAGEngine - 2.5D Isometric Shading Engine
« on: February 26, 2018, 11:52:37 am »
Looks neat. But maybe a stupid question: Why don't you just use multiple `sf::RenderTexture`s in the first place?

22
SFML development / Re: How should SFML handle non-legacy shaders?
« on: February 26, 2018, 11:43:49 am »
I'd just default to the non-legacy variation but add an additional parameter to the members loading shaders to enable legacy mode (which would just redeclare the legacy variables). In addition, debug builds could look for those classic names and issue warnings, if they're  found without the legacy option set to true.

23
General discussions / Re: SFML 2.5.0 release date
« on: February 21, 2018, 10:32:17 am »
Who knows…?

You can get a rough estimate here:

https://github.com/SFML/SFML/projects/2

24
General / Re: Error Compiling SFML for android with Visual Studio
« on: February 13, 2018, 11:16:24 am »
Get Visual Studio 2017 Community Edition; it's free to use unless you make more than enough money to actually buy the Professional Edition. :)

Besides that, never got it to build flawlessly with Nsight Tegra, unfortunately, but you'll basically just need some build tool to run the NDK stuff (e.g. MinGW32's make, Ninja, etc.). It doesn't really matter, but CMake insists on using Nsight Tegra, if you're using Visual Studio as the target generator.

25
General / Re: SFML for Android
« on: February 13, 2018, 11:13:41 am »
Grab the latest SFML sources from the repository ("master" branch).

Go to your build directory and invoke CMake:

Code: [Select]
cmake -G "Generator of your choice" -DCMAKE_SYSTEM_NAME=Android CMAKE_ANDROID_NDK=/path/to/your/ndk -DCMAKE_ANDROID_STL_TYPE=c++_static -DCMAKE_ANDROID_ARCH_ABI=armeabi-v7a -DCMAKE_SYSTEM_VERSION=14 /path/to/your/sfml/source
Then build and install. Keep in mind this is still experimental and mostly untested.

26
SFML projects / Re: FM Composer - A sound & music creation tool
« on: February 13, 2018, 10:57:30 am »
Beep. beep, detected someone with too much free time. :D  Sounds (pun intended) awesome, going to give it a spin later.

Edit: There are no project or build files anywhere to be found?

27
General / Re: Include my library for Android
« on: February 08, 2018, 09:22:40 am »
Use CMake the same way you do for building SFML or setup your own ndk-build directory (read the docs). Or even easier: just add the source files to your app.

28
SFML development / Re: Window state
« on: February 08, 2018, 09:19:15 am »
Rather than hiding all windows initially (it's what I understood?), why not adding a `sf::Style::Hidden`, that basically works like a call `window.setVisible(false)`?

29
Feature requests / Re: Protected Asset Support
« on: February 07, 2018, 12:18:50 pm »
Vanilla Unity won't encrypt your stuff or at least it's decryptable standalone (there are tools for this), unless you use some kind of custom formats or loaders.

30
Feature requests / Re: Update android default project
« on: February 06, 2018, 07:51:32 pm »
Maybe you missed this pull request.

It's still work in progress and has a few issues (such as linking the shared STL with the activity and Audio not working), but it's a start and also includes Gradle build files, which Android Studio should be able to work with. On the plus side it makes compiling SFML even easier than before. :)

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