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Graphics / Re: Texture coordinates on GLSL (shaders)
« on: April 14, 2013, 05:38:43 am »
Are you sure you called ".display()" on the renderTexture after drawing to it?
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Geany hardly qualifies as an IDE, because it lacks a lot of basic features such as generating your makefile, code completion, managing lib dependencies, link edition and creating build targets.Which is why it's called a "light IDE". It has syntax highlighting, rudimentary code completion, and can "make all" on click as well as custom defined targets.
It's "just" a text editor with the ability to compile your current .c/.cpp unit into a .o object.
More advanced features are just buttons for which you need to specify the command line callback.
Great info, thanks for the jump start. Will see how far I can get today. I'm already calculating the vertices, so that is no problem. All I need to do is draw the little bastards!
Ok, it really looks like a bug. Can you please open a new issue on the tracker so that I don't forget it?
Unfortunately I can confirm this issue.
When the second audio file should get loaded, the console spits the following out:QuoteAn internal OpenAL call failed in SoundBuffer.cpp (253) : AL_INVALID_VALUE, a numeric argument is out of rangeAnd then it plays the same sound again.
Adding a .stop() after the pause doesn't help either.
You say that the sound buffer is not updated, but you probably mean that the sound that uses the buffer is not updated, right? Does it work if you call sound.setBuffer again after reloading the buffer?
No... I said that each context has its states, not that these states were reseted every time you switched the contexts. Once a state is set in a context, it stays there until it is set again with another value.
Ok, just so I understand you correctly, each render target has its own contextAnd you said yes.. turns out it's actually a no because the contexts
which does not keep the scissor state between context switches. Correct?
Wowow, your wording is still confusing me a littleQuoteOk, just so I understand you correctly, each render target has its own contextYes. As I said, each OpenGL context has its own states. If you define and activate the scissor on a particular context, it will be activated and defined only on this context.
which does not keep the scissor state between context switches. Correct?
And yes, when you switch the active render-target, you need to set it again because each target has its own OpenGL context with its own states.Ok, just so I understand you correctly, each render target has its own context
But it sounds strange to apply the same clipping rectangle to multiple render-targets.That wasn't my intention, sorry for being unclear ^^"
sfml 2.0 has it, its worth switching, I don't know if 1.6 has sub rectangling, however
Sfml 2.0, C++:sf::Rect SubRectangle(x1,y1,x2,y2);
sf::Sprite.SetSubRect(SubRectangle);
glEnable(GL_SCISSOR_TEST);
glScissor(x, y, w, h);
before every call to window.draw(...) there isn't much I'd know about.