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Messages - Acumen

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46
Feature requests / Re: Multiple Monitors
« on: June 27, 2013, 04:41:00 pm »
I think what I am looking for, is being able to read available monitors, then to be able to specifically set target monitors for windows to open in.

Maybe if windows had an "available displays" function that returned an int of the number of displays attached, and set/get that could move it to a display? I'm not sure if that is the best way to go about it, but that is what comes to mind.

47
Feature requests / Multiple Monitors
« on: June 27, 2013, 06:09:48 am »
I know it has been said before, but I could not find a thread in this section about it, so I created one.

Multiple monitor control would be great!

48
Window / Re: Black Screen Windowed, but Works Fullscreen
« on: April 15, 2013, 07:31:11 pm »
Got the user data. I don't have it handy but their display driver was outdated. I asked if they could try updating and let me know if that fixes it. I will report the results back here if/when I get them.

49
Window / Re: Black Screen Windowed, but Works Fullscreen
« on: April 14, 2013, 05:11:29 pm »
Looking at my code and being more awake now, I realize this probably this has nothing to do with SFML at all. SFML is doing it's job just by creating the window. Glew is initializing since it is not popping off an error and OpenGL must be somewhat working to clear the window to black. Some something in my OpenGL code must make that one system unhappy in a window.

If I had the computer to test with I would have ideas about where to start, but I do not. Anyone have experience with this? I might post this in an OpenGL forum.

50
Window / Black Screen Windowed, but Works Fullscreen
« on: April 14, 2013, 04:31:30 pm »
So I gave a graphics test program out to have a few people check compatibility, and got back a report that it shows nothing but a black screen while windowed on someones laptop. The strange thing is that it runs fine in full-screen on the same laptop.

Nothing is coming up on Google for this that I can find. It is working fine both windowed and full-screen on all other computers tested so far. I will hopefully get the make, model, windows version, display adapter, driver version, and resolution shortly and relay it. I am not on my computer with the source but will get the appropriate code snippets up right away.

Any ideas?

51
General / Re: Unresolved External Symbol with Static Linking /MT
« on: April 12, 2013, 05:29:37 pm »
You are of course correct on all the aspects you touched upon, and most Visual Studio users will probably know or assume the libraries were built using /MD and that to use /MT requires a new build. It is not really in the scope of SFML to deal with those things. But SFML does attract self taught users unfamiliar with some of the finer points of build environments less likely to be covered in primers and whatnot like myself. But like I said hopefully this thread might help someone.

Thanks again for SMFL!

52
General / Re: Unresolved External Symbol with Static Linking /MT
« on: April 11, 2013, 08:45:52 pm »
In the same light, I think this might save people some time as well, and might be a good side note in the tutorial:

To compile SFML statically for release with /MT so windows users will not have to install the visual studio extension:

- Build SFML from the latest snapshot using CMake with SFML_USE_STATIC_STD_LIBS set and BUILD_SHARED_LIBS off.
- Link to the SFML snapshot include folder and the libraries you built with CMake.
- Define SFML_STATIC in the preprocessor.
- If using glew set GLEW_STATIC and include glew32s.lib.
- Set C/C++ -> Code Generation -> Runtime Library to Multi Threded /MT


If you can correct or clarify anything I just wrote I think people would appreciate it as well. I found many threads on many forums with partial information about doing this and think a quick little rundown somewhere would help.

53
General / Re: Unresolved External Symbol with Static Linking /MT
« on: April 11, 2013, 08:33:54 pm »
Thank you so much for your help. I would never have had the patience to work through all the things I just did if you were not replying so quickly. I made a stupid mistake early on in development that I did not realize I even did until now. At some point I changed the properties of my main.cpp to include my SFML 2.0 RC directory instead of inheriting from the project, I probably thought I had the project selected. Thus when I changed my project include to the snapshot build, main.cpp was still bringing in the RC. Hopefully this thread will help save someone else the time I spent over this.

Thanks again!

54
General / Re: Unresolved External Symbol with Static Linking /MT
« on: April 11, 2013, 07:51:18 pm »
I am stumped. Does any of this help? Any other ideas?

















55
General / Re: Unresolved External Symbol with Static Linking /MT
« on: April 11, 2013, 06:07:39 pm »
My additional include directories are:

glew-1.9.0\include
SFML-86897a8\include (latest snapshot, same one I built the .lib's from)
glm-0.9.4.3\glm
and my project directory

#include <GL/glew.h>
#include <SFML/Graphics.hpp>
#include <SFML/Window.hpp>
#include <SFML/OpenGL.hpp>
#include <glm.hpp>
#include <ext.hpp>
#include <iostream>

Am mixing them together? Can you explain where? I was in my original post, but I thought I fixed that with the first reply prior to yours.

56
General / Re: Unresolved External Symbol with Static Linking /MT
« on: April 11, 2013, 04:28:55 pm »
Yes, the latest g86897a8. So if I understand correctly, I changed my code to:

sf::String windowName = "Window Name";
sf::Window window(sf::VideoMode(800, 600), windowName, sf::Style::Default, settings);

And I still get this error:

main.obj : error LNK2001: unresolved external symbol "public: __thiscall sf::Window::Window(class sf::VideoMode,class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > const &,unsigned int,struct sf::ContextSettings const &)" (??0Window@sf@@QAE@VVideoMode@1@ABV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@IABUContextSettings@1@@Z)

57
General / Re: Unresolved External Symbol with Static Linking /MT
« on: April 11, 2013, 04:21:40 am »
So I was including the RC instead of the snapshot. Switched the include to snapshot and got rid of one error, left with this:

main.obj : error LNK2001: unresolved external symbol "public: __thiscall sf::Window::Window(class sf::VideoMode,class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > const &,unsigned int,struct sf::ContextSettings const &)" (??0Window@sf@@QAE@VVideoMode@1@ABV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@IABUContextSettings@1@@Z)

Just to clarify, I have SFML_STATIC, GLEW_STATIC set in preprocessor. And additional dependencies:

glew32s.lib
sfml-window-s.lib
sflm-graphics-s.lib
sfml-system-s.lib
sfml-main.lib
opengl32.lib
glu32.lib


58
General / Unresolved External Symbol with Static Linking /MT
« on: April 11, 2013, 03:38:20 am »
So I have been tried everything I can think of but cannot figure this thing out.

I can compile fine static with /MD and the 2.0 RC. With my own cmake build of the latest snapshot (g86897a8) with SFML_USE_STATIC_STD_LIBS on, /MT in Visual Studio 2010, it gives me these errors:

1>main.obj : error LNK2001: unresolved external symbol "public: __thiscall sf::Window::Window(class sf::VideoMode,class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > const &,unsigned int,struct sf::ContextSettings const &)" (??0Window@sf@@QAE@VVideoMode@1@ABV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@IABUContextSettings@1@@Z)

1>smflInput.obj : error LNK2001: unresolved external symbol "public: void __thiscall sf::Window::create(class sf::VideoMode,class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > const &,unsigned int,struct sf::ContextSettings const &)" (?create@Window@sf@@QAEXVVideoMode@2@ABV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@IABUContextSettings@2@@Z)

My window code is this:

sf::ContextSettings settings;
settings.depthBits = 24;
settings.stencilBits = 8;
settings.antialiasingLevel = 4;
settings.majorVersion = 3;
settings.minorVersion = 2;

sf::Window window(sf::VideoMode(800, 600), "Name of Program", sf::Style::Default, settings);

I have the static pre-processor flags in, linked to the static libraries. Like I said it build fine with /MD and 2.0 RC. I would like to be able to build with /MT so people will not have to install the Visual Studio extensions.

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