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Messages - eigen

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1
Hey guys.

So, I was testing out the iOS port last night for my game City Clickers and it seems to work sufficiently enough. Adding touch in addition to mouse controls was really straightforward. Have some weird flickering at launch (the whole screen is magenta for a moment), hopefully something I can track down. I'm not sure about actually targeting iOS, just experimenting for now but it seems promising.

Two quick questions:
1) Are render textures supposed to work on iOS?
2) As I understand, shaders are not supported due to older OpenGL ES and upgrading is quite a bit of work. How much work you reckon? What are the roadblocks? Given some good pointers, could I (with no real graphics programming experience) make something work?

It's pretty much the only thing I'm really missing atm. I have a post-processing shader to get the look I want, sort of complicated to achieve without it.

I guess I can work around something somehow but that would be an awesome addition/upgrade to the library.

The exciting moment I first got everything playable:

2
Audio / Re: Added sound to program, now just getting white screen.
« on: March 15, 2017, 10:17:09 pm »
How long is the WAV file? Maybe it just takes a long time to load and blocks your execution until then. I've noticed the WAV file loading has slowed down a lot (in 2.4.1 compared to 2.3.2).

3
General discussions / Re: SFML 2.4.1 released
« on: November 06, 2016, 10:43:04 am »
I'm defintely noticing a major slowdown in WAV file loading (using SoundBuffer::loadFromFile). Loading a bunch of small files (< few secs long) previously took around 800ms, but now takes around 6 seconds. Previously I was using SFML 2.3.2. Has anything been changed in that regard?

4
General discussions / Re: SFML 2.4.1 released
« on: November 05, 2016, 09:08:46 pm »
Congrats on a new release :)

Finally seems to work with threaded sprite loading which was a deal-breaker for me since couple of last releases.

5
Same problem here. Previously was using 2.3.2 and I noticed the problem when building the latest source myself but thought the problem was compiler mis-match or something. It only seems to affect creating new textures, sounds seem to load fine although about 3-4 times slower which is weird too.

Have to revert back to 2.3.2 for now.

6
Graphics / Re: Very odd rendering issue
« on: February 26, 2015, 07:03:00 pm »
It's never the exact same problem. It manifests in different ways. This last glitch is a new one. But I've seen where my font renderer only drew red rectangles (it's basically just drawing subrects of a texture) or it just BSOD'd on launch. Sadly the bugs have come and gone as have the people over the years so debbuging is not really an option.

The % of people having problem is miniscule (or at least the number of people reporting these things is) but for an indie developer every player is valuable. So I'm just hoping as the time goes on these things get standardized and drivers get more stable. I can only imagine the legacy hacks in the driver's codebases...

7
Graphics / Re: Very odd rendering issue
« on: February 26, 2015, 05:25:55 pm »
Since my player-base is relatively large (> 1000) then these situations come up time to time and I have asked people to install latest drivers more than once. And it's nearly always involves AMD cards. Not SFML's fault, of course.

8
Graphics / Re: Very odd rendering issue
« on: February 26, 2015, 03:57:51 pm »
Quote
In Catalyst I can only turn off/on Dual Graphics. It dont make any effect on a game.

So, I found out that if resolution of window is lower than 1366x768(my monitor resolution), the bug is disappearing.

Not really a solution but whatever ... why is AMD such a pain? Nvidia cards have caused me no trouble but AMD drivers keep messing SFML up. >:(

9
General / Re: I still can't create a window after reading the tutorial
« on: February 25, 2015, 04:43:22 pm »
But what could cause a problem in sfml-window-2.dll? As I understand no window appears, it crashes before that.

10
General / Re: I still can't create a window after reading the tutorial
« on: February 25, 2015, 04:15:49 pm »
Sorry for bumping an ancient thread but it's still a problem with SFML 2.2 for my game. I'm yet to get the details from the user but I'm guessing they have an AMD card too (they always do...). Are you saying that statically linking would solve the problem?

Quote
Problem signature:
  Problem Event Name:   APPCRASH
  Application Name:   Pioneers.exe
  Application Version:   0.0.0.0
  Application Timestamp:   54ece7af
  Fault Module Name:   sfml-window-2.dll
  Fault Module Version:   0.0.0.0
  Fault Module Timestamp:   54b7f216
  Exception Code:   c0000005
  Exception Offset:   0000a070
  OS Version:   6.1.7600.2.0.0.256.1
  Locale ID:   1033
  Additional Information 1:   0a9e
  Additional Information 2:   0a9e372d3b4ad19135b953a78882e789
  Additional Information 3:   0a9e
  Additional Information 4:   0a9e372d3b4ad19135b953a78882e789

11
Graphics / Re: Very odd rendering issue
« on: February 24, 2015, 01:14:09 pm »
Okay, so there are no errors in the log file and they are not sure how to see or choose which of the cards is used.

12
Graphics / Re: Very odd rendering issue
« on: February 24, 2015, 12:40:04 pm »
Oh, I didn't notice it was a dual card thing. I'll ask. And I'm not redirecting the output anywhere but I compiled a debug executable where the errors are written to a file. Let's see.

13
Graphics / Very odd rendering issue
« on: February 24, 2015, 11:42:36 am »
One person just reported this bug for Pioneers. This is what their main menu looks like:


Full sized image


This is what it's supposed to look like:


Full sized image


At first they reported similar visual defects but the game crashed on launch. I then asked them to upgrade the video drivers and that solved the crash but the defects remained. I thought this might be a texture rendering issue (npot or what have you) but notice the white window with buttons in it? The white background is just a RectangleShape, so no textures involved.

Quote
AMD Radeon HD 7620G + HD 8600M Dual Graphics. Windows 8.1

I'm not able to reproduce it on my machine obviously but I had a fresh install of Win 8 on my other partition and the game also crashed on launch (no defects) until I installed the Nvidia video drivers (it had the default drivers previously, I presume) so why does SFML crash in that situtation?

I have no snippets of code to post because this is not caused by a snippet of code, I'm sure of that.

Does anyone have any idea what might cause such a thing? I can't even describe what's going on ... like all the rows of pixels are there but the columns are all messed up?

edit: This only seems to happen in window mode. In fullscreen everything is fine.

14
SFML projects / Re: PIONEERS
« on: February 22, 2015, 08:59:13 pm »
Sounds like you're not linking libraries correctly. Just read my post on that thread it should explain it all. As such it's not an issue with SFML but people not understanding their toolchain. ;)

Yeah, it might be.. Had no trouble with the previous version though, 2.1 that is. So I must've forgotten how to link libraries overnight :)

Thanks, anyway. If I get a chance I'll try to resolve the issue.

15
SFML projects / Re: PIONEERS
« on: February 22, 2015, 08:33:16 pm »
I think it was this: http://en.sfml-dev.org/forums/index.php?topic=17084.0 It may also be an issue on my part of course because in http://www.sfml-dev.org/tutorials/2.0/start-cb.php it says..

Quote
...which of the libgcc_s_sjlj-1.dll or libgcc_s_dw2-1.dll files is present in your MinGW/bin...

I have both of these files present.

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