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Messages - Groogy

Pages: 1 [2] 3 4 ... 89
16
General discussions / Re: GLFW 3
« on: July 17, 2013, 11:45:52 am »
Quote
Or you could confuse them even further by asking them what would happen if all libraries just depended on each other to provide functionality
;D

You awaken Cthulhu from his slumber. Good going there!

17
General / Re: Writing Good Code
« on: July 17, 2013, 01:09:43 am »
You could as well try to grab the source code of the SFML book, the code style there is really clean, modern.
Don't even need to buy the book in order to grab the source :)

That would give you a full example of a project using SFML to look at.
Surprised Nexus didn't bring it up.

18
Graphics / Re: Compare images using shaders
« on: July 16, 2013, 07:47:47 pm »
Quote
frowns in Laurent's general direction
Bah... a single pixel in current format is 32-bits, which is enough to store more than 4 billions of different values. Should be precise enough for this purpose :P

Problem is that he can only get out a color value between 0 and 255 integers unless he writes OpenGL specific code.

Edit: Or well he could encode the value in all the channels(RGBA) then he could represent a bigger number.

19
Graphics / Re: Compare images using shaders
« on: July 16, 2013, 02:39:58 pm »
Using SFML the value is between 0-1, SFML doesn't support different texture formats yet *frowns in Laurent's general direction*

20
Graphics / Re: Compare images using shaders
« on: July 15, 2013, 09:53:27 pm »
Well no not really? It's just fundamental Shaders. It's not like HDR uses some special trick.
You do your calculation and store that value in a texture and read the value. No magic :)

21
Graphics / Re: Compare images using shaders
« on: July 15, 2013, 09:45:35 pm »
well it is not unheard of. When you do HDR you do a luminosity calculation on each pixel then you calculate an average luminosity by down-sampling until you have a 1x1 texture. So I wouldn't say you are doing anything super weird really.

Yes you can run three different pixel shaders using SFML, though not at the same time, because that's not how shaders work.

Yes you will have to read from the texture if you need the value for CPU computations. There is no way to output the value to an output parameter other than an output texture. You could perhaps use CUDA or something but then you can't use SFML for it.

22
Feature requests / Re: Geometry shader
« on: July 15, 2013, 02:35:03 pm »
If you are interested in a possible design I have implemented something I kind of like that also extends GLSL with some more functionality. Though I guess it would perhaps change waaaay too much but might be interesting for SFML 3.0 or something

Shader file example:
https://github.com/Groogy/Tyr/blob/master/dist/resources/shaders/geometry.shader

Shader source:
https://github.com/Groogy/Tyr/blob/master/Tyr/include/Tyr/Shader.hpp
https://github.com/Groogy/Tyr/blob/master/Tyr/source/Shader.cpp

The point of it was to add custom preprocessor commands(like include) but it kind of grew and now I have added support for stuff that HLSL effect files has. I got kind of annoyed that I had to have different files for the same shader chain, the case where I have same vertex shader for several shaders are never for me and if it would ever occur I could just use the include preproccessor command that I added.

The benefit, the rendering pipeline is fully programmable from the shader,  not just the specific shader stages.

23
General / Re: SFML Project for VS 2012
« on: July 15, 2013, 12:46:37 pm »
Yeah, I shouldn't have confused you and just asked you to give us the error and it would have went a lot quicker ;)

24
Feature requests / Re: Geometry shader
« on: July 15, 2013, 12:55:06 am »
It has already been up and suggested once. (By moa) and the answer was no, the practical applications was too few according to Laurent if I remember correctly.

Though doing shadows/lighting in 2D can like you said be done on the CPU and I think it's more preferable as you can cache the result. The only time you need to recalculate is when something changes. While with a geometry shader you would have to recalculate every light every frame.

25
Well that sounds quite sane. The name "input" is just a general term for this, an input can be anything. Your messages would be considered inputs :)

In the book SFML Game Development we cover a message based system that might be interesting for you. Though we call it commands there but is in essence the same.

26
General / Re: SFML Project for VS 2012
« on: July 15, 2013, 12:40:15 am »
Yah you don't have to do the cmake tutorial, sorry for confusing you. I should have asked you directly "Give me whatever error or problem you get".

Yes that one is for VS 2012. (The compiler is number 11, but the IDE is called 2012)So now tell me what problem you got when you tried to follow the tutorial of how to configure with VS 2012.


27
General / Re: SFML Project for VS 2012
« on: July 14, 2013, 11:57:28 pm »
You should do both in that order :)

Or you can skip the first one by downloading exploiters pre-compiled libraries for VS 2012
Edit:Though I am guessing you downloaded the ones from the official download page, and that would be the same as doing the first tutorial.

I would rather that you tell me what errors you have (Mind I live in europe so won't be able to respond until the morning here)

29
General / Re: General SFML help?
« on: July 14, 2013, 11:01:44 pm »
I recommend C++ Primer 4th Edition if no one has suggested it already. But also like to note there are several good bindings to SFML in the languages you feel comfortable. For instance Java. But I still would like to see you continue with C++ and learn it. Knowledge is never a bad thing and it is handy to have in your toolbox. That would also put you in a position so you can clearly see the advantages of the different languages, as well their weaknesses.

30
General / Re: Weird horizontal lines
« on: July 14, 2013, 07:50:36 pm »
No you wouldn't. But how do you map 1 pixel to your coordinate system? If you modify your coordinate system to be rounded integers instead that would potentially solve the problem.

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