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Messages - Syntactic Fructose

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16
I made it freeze, don't know what actually I did. Was playing around with the pre-release and well, it froze!

Well that's not supposed to happen... it just, completely stopped? Like zero movement?

17
Graphics / SFML GUI overlaying a modernGL program, is this possible?
« on: June 22, 2014, 05:32:44 pm »
I'm currently using SFML to create my window and handle input in a ModernOpenGL program. Everything works great, but I want to begin designing and UI for the program that will create a highly customizable environment. Currently all of my drawing is done with OpenGL 3.3, is it possible to draw openGL then somehow switch to SFML and draw SFML objects and such? Is this a even a good idea?

18
project updated! and works as intended surprisingly enough. Added pre-release for people to play around with.

19
General / Re: Glew trouble when trying to run modern OpenGL
« on: June 04, 2014, 06:43:51 pm »
I can't say I know what the issue is then, I don't have any experience with code::blocks and the code base is quite large so I don't have any starting point to look at. It's obvious the SFML Glew is conflicting with your provided Glew however, that's what I can deduce from the error code. I'll maybe check up on this later tonight if no one has answered after I get off work.

20
General / Re: Glew trouble when trying to run modern OpenGL
« on: June 04, 2014, 06:27:59 pm »
Sure take your time, and thank you for helping

I use sf::Texture for loading png's inside painter.cpp and that relies on graphics.hpp.
I might be able to load textures without sfml but I would prefer to use it.

check my last post, edited it. This should work, I went into one of my own SFML projects and changed my sf::Window to sf::RenderWindow and received similar errors to yours.

21
General / Re: Glew trouble when trying to run modern OpenGL
« on: June 04, 2014, 06:19:46 pm »
If you're using ModernGL and GLM you should not be using a RenderWindow, the renderwindow is used with SFML graphics provided by the library among other things, all you need is a window.

Change your definition to

sf::Window window
to avoid multiple glew definitions

22
General / Re: Glew trouble when trying to run modern OpenGL
« on: June 04, 2014, 06:04:21 pm »
Hm, could you post your code of say a Gist and link it here so I can see what you're writing?

23
General / Re: Glew trouble when trying to run modern OpenGL
« on: June 04, 2014, 05:53:27 pm »
Are you currently building on debug or release with your project that is not working?

24
General / Re: Glew trouble when trying to run modern OpenGL
« on: June 04, 2014, 05:34:35 pm »
If you're using Modern OpenGL with glew you should have downloaded glew and extracted the contents to a directory e.g. C:/local/glew

Make sure you link your project with glew as well as SFML, are you doing this?

25
Window / Re: SFML OpenGL context 3.3 not working?
« on: June 04, 2014, 04:33:23 am »
I use #version 430 and it works for me. You don't need to specify core explicitly since it is the default. I also don't ask for a specific GL version because most of the time you automatically get a compatibility version of the latest context anyway (I get 4.4). You can test this yourself. Leave out the version request and check what version you get. SFML always requests a 2.0 legacy context by default but it probably never really gets one ;).

And if you still can't fix that warning, it isn't really SFML's fault since it is your driver complaining about your shader. SFML doesn't look at any of the source. It might end up being just another driver bug.

leaving out the #versions actually gives me an even stranger error, I made sure to add the line

const unsigned char* version = (const unsigned char*)glGetString(GL_SHADING_LANGUAGE_VERSION);
        printf("Running GLSL Version %s\n",version);

to see what version I was running, looks like a bug as SFML correctly set the version to 330...not sure where to go from here. Funny though everytime still works perfectly fine, program runs as usual.

Running GLSL Version 3.30 - Build 10.18.10.3496
Compiling shader : Shaders/vertexShader.vert
WARNING: 0:3: 'GL_ARB_explicit_attrib_location' :  extension is not available in
 current GLSL version
WARNING: 0:3: 'GL_ARB_explicit_attrib_location' :  extension is not available in
 current GLSL version
WARNING: 0:3: 'GL_ARB_explicit_attrib_location' :  extension is not available in
 current GLSL version
WARNING: 0:4: 'GL_ARB_explicit_attrib_location' :  extension is not available in
 current GLSL version
WARNING: 0:4: 'GL_ARB_explicit_attrib_location' :  extension is not available in
 current GLSL version
WARNING: 0:4: 'GL_ARB_explicit_attrib_location' :  extension is not available in
 current GLSL version
WARNING: 0:5: 'GL_ARB_explicit_attrib_location' :  extension is not available in
 current GLSL version
WARNING: 0:5: 'GL_ARB_explicit_attrib_location' :  extension is not available in
 current GLSL version
WARNING: 0:5: 'GL_ARB_explicit_attrib_location' :  extension is not available in
 current GLSL version


Compiling shader : Shaders/fragmentShader.frag

Linking program

26
Window / Re: How to make it press a button?
« on: June 04, 2014, 04:18:34 am »
i realize that creating a specific button will be more complicated than needed. However due to the style of game (Retro), im not really looking for a more modern and effective way as of yet (Later i will). I only know so much in C++ so i'm trying to use the bit of knowledge i know! I was thinking and reading from other users in google, what if i create a Text string that when the mouse is within the Text string X and Y position, and clicks it using its left button, it will start the game! I've coded the game already (Simple PONG), but i'm trying to implement a better OOP style and implement newer features, both as an educational aspect and for my Portfolio!

This is just a spoken opinion since i havent tested anything, but creating a box with a text on top work as well? I just want the user to click anywere within the box, nothing fancy! I might find my answer once i finish this and go back into coding, but in my opinion and from reading others ideas, most have used a text string rather than creating a more effective method which is a class button !

Anyways thanks for the link! Once i get a better understanding of Inheritance and Classes, i'll surely try out that method! since it looks more neat and professional!

don't use a text string, there are many obvious reasons you should avoid this. What is wrong with the link? it implements a button. If it is too complex I would recommend going back to the basics and refreshing your c++ or you will run into some issues.

The link will at least show you how to accomplish a button class, you can take when you learned and write your own bare bones class if you like with minimal functionality.

I very much understand where you're coming from, you really want to jump into SFML but your c++ might not yet be the strongest, I was in this exact same boat two years ago but some advice: Know your c++ before attempting to use libraries like SFML or other graphics libraries. If you can't understand my issue in this post http://en.sfml-dev.org/forums/index.php?topic=7579.msg50148#msg50148 you probably should follow what laurent said to me aswell :p

27
System / Re: multi-threaded drawing
« on: June 03, 2014, 10:13:54 pm »
If you're getting into threading I would highly recommend taking a look at using futures, futures are quite literally the future in my opinion!

28
I wouldn't be too intimidated by how much you might need to know, with some perseverance and drive you could tackle SFML pretty quickly as long as youre open to learning. I jumped into SFML after about 6 months of practicing with c++ and had a lot of trouble, but you'll easily figure out what you need to study more in depth. In my case it was C++  as laurent mentioned almost two years ago ;D :

Quote
Hmm... Don't you think you should learn C++ first? :P

29
General / Re: "Automatic" line breaking
« on: June 02, 2014, 04:12:51 pm »
As exploit mentioned, we're not to sure what you're specifically asking for. Try being more clear and providing us with some output so we know what exactly is wrong.

30
SFML projects / Re: Cells - Cellular Automaton Program
« on: June 01, 2014, 05:26:53 pm »
This is extremely cool!

EDIT: I wrote you a windows install script and made an issue on your repository, check it out and see if you'd like to use it!

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