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Graphics / Re: PreserveOpenGLStates
« on: March 12, 2012, 08:07:32 pm »
Just out of curiosity why do you want to use SFML with XNA? I see no point in attempting to use both. It would be too painful with no benefit.
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Try this for compiling 1.6 for VS2010.
http://www.youtube.com/watch?v=-uHGZGgMETg
It would be great to get some updated & complete working examples of how the new system works for us newbies and how we can implement clocks & delta timing using the new API. Thus far I have been unable to find anything current on this topic.
//Add the character inputted
//Lets check the size of this thing now
if(someText.GetLocalBounsd().width > inputBox.width)
{
sf::String str = someText.GetString();
str.Erase(str.GetSize() -1, 1); //Remove that character that we just added.
someText.SetString(str);
}
//Window construction
sf::Clock clock;
sf::Time escapedTime;
while(App.IsOpen())
{
escapedTime = clock.Restart();
float fps = 1.f / escapedTime.AsSEconds();
}
Later I have discovered, that even if I don't draw the objects, don't use any SFML draw calls at all during the game loop, just have the c++ logic running, with vector.push_back loops, the frame rate drops drastically.
part.SetPosition(x,y);
App.Draw(part);