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Topics - AlexAUT

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16
Window / Strange results with some resolutions (all 16:10)
« on: February 24, 2013, 03:50:44 pm »
Hy,
First of all my dektopresolution is 1680x1050. (16:10)

When i create a window in fullscreenmode with 1680x1050 it fills my display completely, as expected. The same goes for 1440×900 (16:10), i have no borders.

But when i create a window with the resolution 1280x800 (16:10 too), i have very big borders at the top and bottom of my screen.

Can someone tell me a logic reason for this?

btw OS:Win8Pro 64bit, AMD 6850 (Latest driver)

17
Graphics / [Solved] sf::Text with sf::Rectangle Problem
« on: December 27, 2012, 11:41:30 am »
Hello,
first of all here a two Screenshots wich shows my Problem






OS: Win8 Pro 64bit
GPU : ATI HD 6850

The Problems appears when i draw a VertexArray, a Shape and a Text in the same frame. But i dont know if its a Problem in my Code, a Problem in SFML or a Problem with the Driver OS...

I hope some of you can test the app and can help me...

#include <iostream>
#include <SFML/Graphics.hpp>



int main()
{
    sf::RenderWindow win(sf::VideoMode(800,640,32), "Bug Test", 7);

    win.setFramerateLimit(120);

    sf::Font font;
    font.loadFromFile("arial.ttf");

    sf::Text text;
    text.setFont(font);
    text.setString("Hallo");
    text.setPosition(20,20);
    text.setCharacterSize(20);
    text.setColor(sf::Color::Black);


    sf::RectangleShape rect;
    rect.setPosition(20,20);
    rect.setFillColor(sf::Color::Green);
    rect.setSize(sf::Vector2f(100,100));

    sf::VertexArray arrayV;
    arrayV.setPrimitiveType(sf::Quads);
    arrayV.append(sf::Vertex(sf::Vector2f(10, 10), sf::Color::Yellow));
    arrayV.append(sf::Vertex(sf::Vector2f(100, 10), sf::Color::Yellow));
    arrayV.append(sf::Vertex(sf::Vector2f(100, 100), sf::Color::Yellow));
    arrayV.append(sf::Vertex(sf::Vector2f(10, 100), sf::Color::Yellow));

    while(win.isOpen())
    {
        sf::Event e;

        while(win.pollEvent(e))
        {
            if(e.type == sf::Event::Closed)
                win.close();

            if(e.type == sf::Event::KeyPressed)
            {
                if(e.key.code == sf::Keyboard::Escape)
                    win.close();
            }
        }

        win.clear(sf::Color::Blue);
        win.draw(arrayV);
        win.draw(rect);
        win.draw(text);

        win.display();
    }


    return 0;
}

 


18
Network / Realtime server client conversation
« on: October 28, 2012, 01:31:24 pm »
Hello,

i´m currently working on multiplayer modes for my further programmed games like Ping Pong Tetris etc.

I have a debain based root Server so I´m using it as Server, (my router doesnt support portforwarding, so I have to use it).

First i started with Tetris and it was no Problem i used TCP, the Clients only send the information from their blocks to the Server and he spread this Informations to the other Clients, all no Problem.

But now I´m trying to do the same with Ping Pong. At the Moment the Server does all the Work, the Clients only send their keyinputs and the Server send all the information about the positions etc (every frame). The Problem is, it´s lagging and i have no idea how to make it better.

Should i use UDP? Or is there a better way to manage the informations?


P.S sry for my English but i´m not a native speaker

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