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Messages - bullno1

Pages: 1 2 [3] 4 5
31
General / Problems building "Using CEGUI In SFML" tutorial c
« on: December 14, 2008, 11:22:06 am »
Quote
But you compile cegui with sfml on mingw ?

No, I used MSVC

32
General / Problems building "Using CEGUI In SFML" tutorial c
« on: December 13, 2008, 05:13:34 pm »
Confirmed, this is from the latest CEGUI's header
Code: [Select]
#if (defined( __WIN32__ ) || defined( _WIN32 )) && !defined(CEGUI_STATIC)
#   ifdef CEGUIBASE_EXPORTS
#       define CEGUIEXPORT __declspec(dllexport)
#   else
#       define CEGUIEXPORT __declspec(dllimport)
#   endif
#       define CEGUIPRIVATE
#else
#       define CEGUIEXPORT
#       define CEGUIPRIVATE
#endif

33
General / Problems building "Using CEGUI In SFML" tutorial c
« on: December 12, 2008, 01:08:37 pm »
You are linking to the static library while the header is referring to the dynamic library (__declspec(dllimport) ). You should consult CEGUI's documentation, there should be a compilation flag to define, something similar to SFML_DYNAMIC.

Edit: I'm bored, so I googled it for you: Define CEGUI_STATIC in your project
Edit2: Expect more unresolved external  errors :wink: since you'll have to link with all the platform dependent libraries that CEGUI and its components use. Just google all those functions that begins with __imp__ to find out what window's library to link against or just post the errors here.

34
Graphics / Optimal way to do z-sorting
« on: December 10, 2008, 01:49:33 pm »
Currently, I'm storing my sprites in a std::list then I sort them every frame according to their "z" values through std::list::sort so that I can draw them in the correct order.
To speed it up, I have different lists of sprite called layers. Their their rendering flags decides whether they are sorted every frame(moving object) or sorted only once(background objects)
However, I still want to know if there is a better way of doing this? Does OpenGL have any function to exploit GPU power to do sorting?

35
Network / Packet Send - Fragmentation?
« on: December 10, 2008, 07:15:35 am »
I think the network library of SFML just aims to be a socket wrapper. He intended to keep the data "raw", no high-level stuff is involved.

36
General / Windows Setup - Codeblocks - Samples Don't - reference error
« on: December 10, 2008, 07:10:31 am »
I'm not familiar with gcc, but from the error, I think you did not link with the standard c++ library.

37
Feature requests / RenderWindow::SetView does not do a deep copy, just ptr
« on: December 10, 2008, 07:08:22 am »
Thanks for pointing this out, I should take note of this . :?

38
Strange. I'm using those pre-defined color in dll build without problem.

39
General / Windows Setup - Codeblocks - Samples Don't - reference error
« on: December 07, 2008, 05:30:34 pm »
If you are linking with the dynamic library(those without -s in their names), you must define SFML_DYNAMIC . If you're linking with the static libraries, make sure you didn't define it by accident.

40
Graphics / Getting absolute coordinates
« on: December 07, 2008, 05:07:29 am »
I think you should "make" first to build the binary, then "make install"

41
Graphics / Problem with tiles and performance
« on: December 03, 2008, 01:56:43 pm »
40*20=800 tiles which is 1600 tris. This is not a huge number. It even runs fine on your laptop so I think maybe your desktop has a poor OpenGL driver.

Quote
is there a better way of drawing tiles to the screen?

Your implementation is quite OK. There's a faster way though: You can use hardware vertex buffer and hardware index. But that's an overkill in this case.

42
Graphics / Best way to "SCROLL" an overworld map?
« on: December 02, 2008, 03:07:09 am »
No, not xml. Try Google's protocol buffer. http://code.google.com/p/protobuf/

43
Graphics / Displaying a Sprite on a View
« on: December 01, 2008, 05:19:35 am »
I know what he means. He wants to draw sprites as GUI so that no matter how the view moves, the sprite's position on the screen doesn't change.

I think Wizzard's code does it.

44
General discussions / SFML 1.4
« on: November 28, 2008, 10:36:12 am »
Quote from: "Laurent"
Quote
So have you changed your mind to expose sf::Drawable 's Matrix ??

No ;)
Like I said, I prefer providing all the necessary herlper functions rather than raw matrix access. Aren't the new TransformToGlobal and TransformToLocal functions enough ?


Wow, you're fast  :shock: .
Sry, I haven't checked the svn. I think that's enough

45
General discussions / SFML 1.4
« on: November 28, 2008, 10:26:17 am »
So have you changed your mind to expose sf::Drawable 's Matrix ??  :wink:

I would like to see sf::Drawable to give information about their drawing area. This feature is already there:
Text has GetRect
Sprite has GetSubRect
Shape's bounding box can be calculated easily by adding points
PostFX is a special case though
I just need one virtual call in sf::Drawable for all of this.

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