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Messages - trilavia

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Graphics / Creating windows using wxwidgets - anti aliasing and vsync
« on: December 18, 2012, 08:16:18 pm »
Hi, I will specify my problem. My app is written using SFMl gui, but I need native cross platform file chooser (and saver) dialog. So the only option is to use wxWidget's wxFileDialog. However, to call it I must have wxWindow. So I think that I will make the window using wx (to have the wxWindow object) and give the handle to RenderWindow and that RenderWindow will control the main loop and events. However I have a question - when I enable VSYNC using sfml will it work? And what's more iportant, will SFML anti aliasing work when the window is created by wxWidgets?

While not related to graphics module I'll also ask about it. Will I be able to get events through SFML when I construct render window that way (assuming I don't do event loop at wxwidgets level)?


Python / Re: pysfml-cython
« on: December 15, 2012, 10:16:28 am »
Does this binding work fully with python 3.3? Or only python 2?

General / Integrating SFML and FLTK (or other widget lib)
« on: December 12, 2012, 06:30:32 pm »
I have an app written in FLTK 1.3 (http://www.fltk.org/). I want to create a big widget (something like subwindow), which will act like SFML render window and I will be able to render using SFML there. The problem is I want FLTK to handle main window, so there is a conflict.

Any tips or your experience with something similar?

Big thanks in advance!

General / Linux - complining only network module
« on: December 11, 2012, 12:28:14 pm »
I'm writing linux server. I use enet for reliable udp and I want to use sf::Packet for easy packet managment (and then send packets using enet, it works and its great). Now I have server on my home linux pc, so I have full sfml compiled here. However server will be on VPS, so my question is how to tweak cmake and what libs I need to just compile only network module on linux.


Window / setKeyRepeatEnabled(false) and text entered event
« on: December 05, 2012, 05:31:55 pm »

I'm designing a input high-level system for my game and I have a design problem. If i set setKeyRepeatEnabled(false), which I need for my input system, how will text entered event behave? I mean, if I hold "A", will i get "A" every some time like in text editor or will that function disable key enabling for text entered event too?
Of course I'm asking about text entered event, as obviously I know that it will disable repeating for key pressed event.


SFML projects / Re: TGUI: a c++ GUI for SFML (with Form Builder)
« on: December 04, 2012, 07:55:39 pm »
Okay thanks mate.
But, you know, I wouldn't count for SFML 2.0 going stable before we retire :P So you may as well stable it now, as SFML 2.0 api won't change and it's now as close to stable as it can ever be.

Is 0.5 good enough for a hmm medium game (well, not tetris clone and not very big one too)? Or there are any design "bugs" that make some things hard to do and I should wait for 0.6?

SFML projects / Re: TGUI: a c++ GUI for SFML (with Form Builder)
« on: December 04, 2012, 07:29:25 pm »
Hey, I have a question. Your lib looks great and I want to use it for my project. However, as you posted here on new callback system (which I like a lot), I have a question if it's already implemented in 0.5? Because I need the api to be stable in terms of callbacks, so I don't want to change it in 2 months.


That's kinda strange, because I'm not the only one with opengl anti aliasing on amd cards problem. Maybe AMD fucked up something in new drivers... Or maybe it is 8xx series chip related, because every card i tested mysefl was 8xx. I don't know, but it makes the bug even harder to track. It for sure exist, but now I see that only on some amd cards. I must try open amd linux driver, I bet using them vsync will work fine. Blame you amd.

Well, on open amd graphic drivers on linux i get 35% cpu usage and gpu usage is high too. On linux/windows catalyst it's even worse. I have no idea...
I can think that this is only my gpu related bug, but I'm not the only one who experiences this on opengl vsync. No idea :/

Nah, as I said it happens on windows 32 bit, linux 64 bit, newest drivers, one year old drivers. It affects every radeon hd 6xxx for sure, maybe older work good. Even 6xxx series is enough to say that there is a problem. Have you tried it btw? Looking at gpu and cpu usage?

Just look at code here http://en.sfml-dev.org/forums/index.php?topic=9603.0 . I'd be surprised if you don't have this bug, because on every amd card i tested it the bug existed.

@up (vsync reducing cpu usage)

Unfortunately, it is not true. As I said in my topic, there is ati driver related opengl bug, which causes 99% gpu usage on vsynced apps, and what's more (i hadn't mentioned it, but now i realised it) the cpu usage is only 40% instead of 50% when vsync is on. So yea, vsync and sfml is great on nvidia cards, but on ati unfortunately vsync increases gpu usage and reduces cpu usage only by 10 % (50% -> 40%). That's a bad bug, isn't it :(? It's a shame that you say it's driver related, because using vsync in sfml has no purpose on amd cards.

Solution? Well, directx vsync works flawlessy on amd cards. I hope one day it will get fixed...

Graphics / Re: [2.0] VSYNC bug on AMD cards
« on: November 05, 2012, 02:40:31 pm »
Okay thanks, I'll try to get some info and test vsync in pure opengl. I will post here if I discover something.

Graphics / Re: [2.0] VSYNC bug on AMD cards
« on: November 05, 2012, 08:20:59 am »
It's not that, it's not related to cpu load. Cpu load with vsync is kinda ok (its MUCH lower with nvidia vsync though).

Maybe there are two extensions for that, like ext and wgl/glx one? And one of them works a bit worse?
And also I heard something about glFinish() with vsync and that it can make difference in resource usage, do you know something about it?

Because damn dx games have no problems with vsync and unfortunately my sfml game has :( and without vsync tearing is just terrible in fast paced game and I don't know what to do... I also read that there is blocking and non-blocking buffer swap in vsync but I think it's driver related and there is no way to change it in code. But could you just look into it Laurent?


Graphics / [2.0] VSYNC bug on AMD cards
« on: November 04, 2012, 10:31:30 pm »
Hey I have a problem. When I use vsync in SFML window on amd hd 6870 i get 97-99% gpu usage @60 fps, and without vsync i have like 30% gpu usage @ 300 fps. The problem exist on both pre compiled sfml 2.0 version and latest git compiled few days ago. It happens on both newest drivers and those 1 year old. What's more, it happens both on windows 32 bit and linux 64 bit. Of course the problem only exist with SFML apps, in games like guild wars or any other when i enable vsync the gpu usage is low as it should be (you can check usage in ati catalyst control center/afterburner/gpu-z).

IMPORTANT THING: When I used nvidia gts 450 gpu I didn't have any problem at all (I mean, with vsync enabled in that 2d sfml application gpu usage was about 15%). 

So here's the code that is enough to make it happen:
#include <SFML/Graphics.hpp>

int main()
    sf::RenderWindow window(sf::VideoMode(200, 200), "VSYNC AMD BUG");
    while (window.isOpen())
        sf::Event event;
        while (window.pollEvent(event))
            if (event.type == sf::Event::Closed)


    return 0;

And thats enough. At first i thought it was something with my drawing code, but the bug exist even on empty window with vsync. When you compile it without vsync, gpu usage is 30%. Enable vsync and boom 99% is used all the time.

And please remember, this is only amd related bug (well, hd 6xxx for sure, i don't know about others) and I think this bug may be crucial as enabling vsync in small 2d game causes powerful gpu to run into high temps (and despite visual advantages of vsync, the another purpose is just to reduce fps = reduce gpu usage = reduce temps and power consumption and the problem is that using sfml's vsync on amd card does exactly the opposite, because without vsync the gpu usage is 3x lower than with vsync enabled).

What's more, when I once run pure opengl app with vsync on my amd 6870, gpu usage was about 35% I think, so it may be something related to how SFML implements OpenGL vsync. It also probably is in some way related to amd catalyst drivers (as SFML vsync works as it should on nvidia cards), but as I said i seen opengl application with vsync where the problem wasn't present on amd card, so maybe there is another possible way of implementating vsync in opengl that will work flawlessy on both amd and nvidia.

Thanks for help!

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