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Topics - klusark

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1
Window / SFML 2: "Failed to activate the window's context"
« on: February 10, 2010, 01:12:12 am »
Im running SFML 2 revision 1395 on windows 7 x64 using msvc 2008. When the code below is run it outputs "Failed to activate the window's context". Am I doing something wrong?
Thanks.
Code: [Select]

#include <SFML/System.hpp>
#include <SFML/Window.hpp>

sf::Window *window;
bool good;

void ThreadFunc(void* data)
{
   sf::Context context; //Added this line
window->Create(sf::VideoMode(640,480), "test");
   window->SetActive(false); //Added this line
good = true;
while (1)
sf::Sleep(1);
}

int main()
{

good = false;
window = new sf::Window();
sf::Thread mythread(&ThreadFunc, NULL);
mythread.Launch();
while (!good)
sf::Sleep(0.001f);
sf::Context context;
window->SetActive(true);
mythread.Terminate();
delete window;
return 0;
}

Edit: updated the code with working code.

2
General / CEGUI SFML Render Module.
« on: August 04, 2009, 06:01:01 am »
I have been trying to make a CEGUI render module, but it is not going well.
I know somewhat what I am doing wrong, but I have no idea how to fix it.
It runs very slow and the buttons do not show up correctly. Should I stick with using the OpenGL render module?

One thing that I don't know how to do with sfml is set differnt corners different colours.

bad using my sfml renderer


good using opengl renderer


Source

Any tips would be very helpful.

Thanks.

3
General discussions / Google Summer of Code
« on: August 03, 2009, 04:26:41 am »
Have you ever thought about entering SFML into Google Summer of Code. A mentor is needed and Laurent is probably the only one who qualifies at the moment, so only one project could be done per year. I think it would really help SFML be known and also get new features implemented.

I am personnaly looking for a project to work on in next years summer of code, and if SFML is in I would love to work on it.

You have lots of time to think about this as it's a year away.

4
Graphics / Two small graphics problems.
« on: July 29, 2009, 05:13:43 am »
I have a video(913kb) showing the two problems I am having.

First is the white lines. The sprite sheet I have has white padding. Is there any way to solve this with out editing the image?

Second, witch is kind of hard to see, is it looks quit shaky when moving. The movement is using a sf::View and setting the center to the sprites position every frame. Is there a better way for the camera to follow the sprite?
Edit Fixed this one. I was drawing before moving the view. Now i move the view and then draw.
But I now have a new problem. Why does turning on vsync use one prosseser? vsync off and frame limit at 60 3-4% cpu usage vsync on no matter what the frame limit is 100% cpu usage.

The code can all be found at my projects Google code page.

5
SFML projects / Marshmallow Duel: Percy's Return
« on: July 21, 2009, 12:58:42 am »
I am currently working on a remake of the game Marshmallow Duel called Marshmallow Duel: Percy's Return  or MDPR for short.

While I enjoy creating the more challenging aspects of game, I hate tweaking the way each action works and help, in the from of more developers, would be appreciated.

MDPR is currently using SFML for graphics and input, Poco for threading, logging, config and networking and CEGUI for the interface.

MDPR is to be, unlike the original marshmallow duel, for more than two players, and at this time, an untested unlimited amount of players could run back and fourth on a single platform.

6
General discussions / Wii port
« on: July 14, 2009, 05:08:57 am »
I am currently hoping to port sfml to the Wii/GameCube, but I am not sure how to go about doing this. The Wii uses a system called GX for rendering. Looking at sfml it seems quite locked into using OpenGL.

How can I go about getting GX to be used and not OpenGL. Would some kind of rendering abstraction help? The library gl2gx looks promising, but it does not work very well at the moment.

Edit: I am currently trying to contact a mesa3d developer who has done some work on making a wii opengl driver.

7
Window / Bug in event polling with joysticks
« on: January 03, 2009, 11:42:13 pm »
I noticed that I was getting around 50fps and tracked that down to the joystick prosessing code in the event polling. I had a joystick connected to my computer about an hour prior but it was disconnected. I found when I changed sfml to not poll the joysticks it went back to normal.

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