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Messages - Canadadry

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16
General discussions / Re: SFML 2 and Qt5 on Windows
« on: December 30, 2012, 03:43:26 pm »
Using ANGLE means using DirectX not OpenGL. You're not link to opengl32.dll anymore. We can't use Qt to create a OpenGL context and use old OpenGL.


17
General discussions / SFML 2 and Qt5 on Windows
« on: December 30, 2012, 12:38:45 pm »
Hi,

I was playing a little with Qt5 since the release ( 2 weeks ago ). And when I start playing with OpenGL in Qt5 I found something quite disturbing. It was impossible to use OpenGL without using QOpengl classes.

After some research I found that : How Qt5 handle OpenGL.

To summary, They don't want to fight with windows's implementation of OpenGL, drivers, version  and stuff (since they want at least OpenGL 2 or OpenGL ES 2).  They wanted to avoid those issues and look WebGL and how Browser implemented it without requiring decent drivers. Here what they found : The ANGLE project. This is an OpenGL ES 2 implementation on top of DirectX 9.0c.

So my question is : what can we do to make smlf 2 work with Qt 5 on windows?

I came with 2 answers :
  • Port SMFL 2 to ANGLE, this just required to port SFML 2 to OpenGL 2, ES 2.
  • We can let people rebuild Qt5 to use standard Opengl.


What do you think about that ? Did you have other ideas?

18
SFML projects / [Released] libMy - Datapackaging library
« on: November 14, 2011, 07:34:48 pm »
Hi,

    Your project seems really interesting but cant you get ride of boost ? I'd like to build it for my platform (mac) but building with it is really annoying.

    You can use this lib to encrypt : http://www.aescrypt.com/ it's really simple to use.

good luck.

19
General discussions / The new graphics API in SFML 2
« on: October 01, 2011, 02:19:05 pm »
Quote from: "Laurent"
But there are some problems to solve. To put several entities in the same vertex array, they must share the same texture and the same type of primitives.


That's a shame.... I haven't thought of that....  :(

20
General discussions / The new graphics API in SFML 2
« on: September 30, 2011, 09:16:43 pm »
I've got an idea of a possible pattern for hiding vertex concept. This is just the beginning of what that could do. And just for the public side not for implementation.

What if we keep the old architecture (just to simplified my explanation) and then add 4 functions to the drawable class
Code: [Select]
beginStaticDrawing
endStaticDrawing
beginDynamicDrawing
endDynamicDrawing


This two couples of functions allow the user to define complicated sprite this way

Code: [Select]
myTileMap.beginStaticDrawing();
for(int i=0;i<myTile.size();i++)
    myTiles[i].draw();
myTileMap.endStaticDrawing();


Then I just need to to call draw function of myTileMap to draw the entire tile map. It act like a dispay list.

With the other function, you will build another kind of list which will allow you to move (or else ..) some of the tile which will update the data behind for the next draw.

I think this approach should allow basic user to build display list or vertex array without knowing anything of it.  
What do you think of it ?

21
Window / Quit and Close event
« on: June 25, 2011, 08:19:07 pm »
No that's normal. If you do file->close you will get this event. This is the default ehavior of a mac program. Quit should quit immediatly the app.

22
General discussions / OpenGL
« on: June 25, 2011, 08:15:45 pm »
With SFML2 you can choose which version you want as OniLink10 said. But for sfml1.6 I think you don't have the choice.....

23
General discussions / SFML 2.0 Mac OSX in App Bundle
« on: May 15, 2011, 05:35:35 pm »
To just add my opinion, you must respect the guideline of the OS. On mac, all resources are in a specific folder, this folder is made for an easy access of resources. Not making it the working dir just break that without any gain. What we are discussing should transparent, that's why Apple made us a resources dir and a bundle for app. If your not convinced you should take a poll.

This is not an hack, this is what thing suppose to be on a mac. Easy to use, nothing more, nothing less.

However, your solution with the .mm file look like to an hack to me. Force user to have Cocoa and call to an obj-c++  should not be a solution. Neither than a conditional compilation, this add unwanted code for basic needs.

24
Graphics / Thread and RenderWindow
« on: December 14, 2010, 10:31:04 pm »
You cannot split the main loop like that. Everything : drawing, event handling... must be done in the same loop.
If you wanna do that on a thread you must call RenderWindow::SetActive(bool).

25
Graphics / Limit to image size?
« on: November 21, 2010, 07:11:58 pm »
I'll suggest you to reduce your picture. Even if you could load your picture.

26
General / Best way to load the same image multiple times
« on: November 17, 2010, 06:17:30 pm »
there is a great image manager on the wiki. Why does anyone go check the wiki ?

27
General / Collision Detection and Animation confused
« on: November 17, 2010, 10:04:02 am »
Go see the wiki, there is code which does what's you want, just read it and learn.

Basically, you just the boxes like you said, the you test piel by pixel if a non background pixel of one sprite collide with a non background pixel of the other pixel.

28
Graphics / Hello! I'm begginer and i need some help!
« on: November 15, 2010, 09:53:46 am »
So ? Read tutorial on loop and array to continue your project. Don't rush into huge project before having basic skills in programing. You should start by focusing on smaller project outside of SFML.

29
General / How to do a count-down timer
« on: November 13, 2010, 10:21:31 pm »
For the pause feature there an clock class in the wiki. And for the timer you just have to check if your time clock is superior of the time you want

30
General / Line in box collision
« on: November 07, 2010, 06:03:39 pm »
Quote from: "NoIdea"
Isnt a line equation more like ax + by = c ?
The easiest is to transform the line in the rectangle's coordinate system. Then, your rectangle is an AABB box. Easy isn't it ?


You are not helping.... This is the same,you just have written it differently, a line has infinite different equation. But you know that, do you?

What's the point? Don't you see he just want to make his own code, he just need to understand how that's work.

Why do you every need to show us how much you know ?

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