Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Imbue

Pages: 1 2 3 [4] 5 6 7
46
Feature requests / Collisin Detection
« on: March 08, 2009, 08:07:06 am »
I agree with jbadams. I also voted to keep it out.

There are already very good 2D physics libraries that include collision detection. Box2D and Chipmunk are two examples.

47
Window / Pressing [Alt] opens game window's menu-How to stop this ???
« on: February 21, 2009, 06:33:55 am »
Many games use the ALT key.

It would nice if SFML supported this.

48
Feature requests / Upgrade to freetype 2.3.7
« on: December 29, 2008, 08:57:12 pm »
Quote from: "dewyatt"
That really does look great. This would be a great feature for SFML.

49
General discussions / What documentation does the SFML project make use of?
« on: December 25, 2008, 01:10:33 am »
The reference is done with Doxygen. It uses special comments from the source code. It's a very widely used tool, I use it in almost all of my C++ projects.

I assume the tutorials are just done by hand.

I agree, though, SFML is well documented for a free open source project.

50
General discussions / Future and desired potential
« on: December 22, 2008, 01:50:04 am »
Quote from: "christoph"
Another nice feature is the liberal license I guess (SDL uses LGPL AFAIR)
SFML uses the zlib/png license, which is even more permissive.

51
SFML projects / SPARK opensource particle engine with an SFML module
« on: December 21, 2008, 04:06:16 am »
Very nice. :D

I think I'll be using this in my game. Thanks.

52
Feature requests / "Huge Sprites"
« on: December 13, 2008, 01:05:03 am »
Quote from: "nitram_cero"
While reading the code, I found out that each sf::Image also keeps a local (system memory) copy of the pixels.
I'm not 100% sure, but I don't think you can trust the graphics card to store images for very long (like hitting alt-tab may wipe the memory).

53
General / Windows Setup - Codeblocks - Samples Don't - reference error
« on: December 10, 2008, 07:31:42 pm »
It looks like your GCC install is messed up. Perhaps you overwrote some standard include files?

Are you still able to compile non-SFML projects OK (especially those using the STL)?

54
Graphics / Optimal way to do z-sorting
« on: December 10, 2008, 07:27:35 pm »
To answer you actual question better, here's an idea to consider.

Make a class that inherits from sf::Drawable and adds Z value functions (e.g. GetZ() and SetZ()). Every frame create an empty std::set. Each frame, when you want to render an object, just insert it's pointer into this set (you'll need to define a less than operator for the pointers based on the Z value). The set should fairly efficiently sort each object (log n time, I believe). At the end of the frame iterate through the set and render each object for real.

55
Graphics / Re: Optimal way to do z-sorting
« on: December 10, 2008, 07:21:10 pm »
Quote from: "bullno1"
Does OpenGL have any function to exploit GPU power to do sorting?
Yes, it certainly does. All of your 2d sprites are actually drawn as 3d squares in 3d space. If SFML only passes a Z value (and sets some other states), then the graphics card will happily do Z ordering.

I do wish that SFML would add Z values as an option. Something like if two Z values are 0 or not set then it goes by drawing order, otherwise it passes the Z values to OpenGL for the graphics card to take care of.

Remerber Manually setting Z-order in feature requests from a while back?

56
General / Re: SFML in FreeBasic
« on: December 04, 2008, 04:22:00 pm »
Quote from: "Merick"
Can someone explain what the -d, and -s in the filenames of the libs stand for?
The -d is for the debug versions, and the -s is for the static versions (meaning they need no SFML DLLs).

57
Graphics / Getting absolute coordinates
« on: December 04, 2008, 01:14:19 am »
Quote from: "Wizzard"
It is in SFML version 1.3 too.
I really think that it was buggy in version 1.3.

The SVN version seems quite stable though.

58
Graphics / Displaying a Sprite on a View
« on: November 30, 2008, 11:38:55 pm »
Just draw the sprite last so it's drawn on top.

Or are you looking for something else?

59
General discussions / SFML 1.4
« on: November 29, 2008, 09:37:28 pm »
Quote from: "Laurent"
TransformToGlobal and TransformToLocal won't work for nested drawables, you're right. I'll have to think about it.
Currently I just pass each objects' matrix the update function of its members. I think it works quite well, actually. The first object in the hiearchy is passed the identity matrix.

Code: [Select]
   void ClassX::Update(double dt, const sf::Matrix3& mat)
    {
        const sf::Matrix3 m = this->GetMatrix() * mat; //Add in our matrix.
        Object1.Update(dt, m); //Update member objects.
        Object2.Update(dt, m);
        ...
I just hope that if you get rid of the GetMatrix() protected function in the future, you replace it with something equivalent.

60
Graphics / Why does each sprite set the projection matrix?
« on: November 29, 2008, 06:11:30 am »
SFML does have a sf::RenderTarget::PreserveOpenGLStates() function you may want to look into.

I'm doing a very small amount of OpenGL and I haven't had any problems yet.

Pages: 1 2 3 [4] 5 6 7
anything