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Messages - anthnich

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1
Graphics / Re: Texture.loadFromFile("") error
« on: March 07, 2018, 04:37:36 pm »
Are your SFML libs linked to your project correctly?

2
Create TextureManager::textures as a private member (consider using a map instead of an array) of your TextureManager class and use your GetTexture accessor to return from it.

3
FYI, you can use NVAPI to set a custom profile to force disable threaded optimization for your project.

That setting is pretty controversial and has been for while. I'm not a fan of it being enabled.

4
Graphics / Re: Possible glTexCoordPointer issue
« on: September 30, 2017, 05:26:59 am »
I did a little more snooping, and the level in which I could replicate this bug does have a VertexArray that is not given a texture, so I was incorrect in my original statement. Sorry about that!

5
Graphics / Re: Possible glTexCoordPointer issue
« on: September 30, 2017, 04:03:45 am »
Yup, that fixed it! Very nice job. Thank you.

6
Graphics / Re: Possible glTexCoordPointer issue
« on: September 29, 2017, 06:06:05 am »
I use sf::VertexArrays and append 4 sf::Vertexs to create quads to populate it. I also use sf::Sprites. They all have textures applied. I apply the texture to the sprite prior to drawing, and I draw the VertexArrays by passing them to the draw function of a RenderTexture, along with the texture.

The game is called Turnover. I released it at the end of 2015. Just doing my best to keep it updated and as bug free as possible.

7
Graphics / Re: Possible glTexCoordPointer issue
« on: September 29, 2017, 02:02:59 am »
* Win 10. GTX 1080. 385.69.
* Yes. Restarts of game + restarts of PC. Happened in my Win, Linux, and Mac builds.
* No, it affects a a number of sprites in the game, but these particular sprites I can get happening repeatably. I haven't run into this issue until recently. I was testing some changes when I saw it happening. I keep backup of all of my built library revisions, so I kept stepping back until I came upon this commit. Commented out code and everything is fine.
* Keeps happening on and off with other ones.
* No.
* No.
* I haven't, but I'll look into it if you want.

8
Graphics / Possible glTexCoordPointer issue
« on: September 28, 2017, 08:17:30 pm »
Hi.

In reference to this commit: https://github.com/SFML/SFML/commit/973ac8ddcd5eea22a01556405e16c554c7dd9788

With commit: https://i.imgur.com/a1llfMb.jpg (notice incorrect coords with camera and pc console)

Without commit: https://i.imgur.com/4bJX1EY.jpg

When I comment out the code (as seen in pic #2), everything is fine.

The actors that affected are sf::Sprites.  Anyone else encounter this issue?

9
General / Re: Window xlib event issue? Solus Linux
« on: February 02, 2016, 03:08:55 pm »
I poll the event queue regularly, so it is not that.

That's what is strange. PollEvent is being run AS I get the "Force Quit" dialog. PollEvent, up to that point, had been running regularly leading up to the freeze.

My game takes maybe a second to first load. So the window manager sees it as a freeze that quickly?

10
General / Re: Window xlib event issue? Solus Linux
« on: February 01, 2016, 05:46:12 pm »
The game is actually running fine when it happens.

Thanks for the suggestion, but I tried pollevents on startup and it didn't fix it.

11
General / Window xlib event issue? Solus Linux
« on: January 28, 2016, 08:07:07 pm »
Just want to report an issue. I'm using the latest SFML.

I'm experiencing a similar thing this user ran into (since fixed for him):

http://en.sfml-dev.org/forums/index.php?topic=18803.0

I originally had this problem in Ubuntu but it was solved some time ago as you can see with the same patch:

http://en.sfml-dev.org/forums/index.php?topic=18799

A player of my game is having this problem on the Solus Linux OS. https://solus-project.com/

I was able to replicate it. When my game is launched, within 5 seconds I get the "Force Quit/Wait" dialog. Clicking "Wait" allows the game to played w/o problems and everything else seems to work fine. The "Force/Quit" will also popup intermittently for another user. I just experience on first launch.

I feel that this is possibly related to the original issue. No other Linux distro I tested (Ubuntu, Debian, ArchLinux) seems to have this problem. Thought I'd let you know.

12
General / Re: Windows Focus(?) Issue on Ubuntu (8/12 commit)
« on: August 17, 2015, 04:47:23 pm »
This appears to have fixed the problem. Thanks!

13
General / Re: Windows Focus(?) Issue on Ubuntu (8/12 commit)
« on: August 14, 2015, 10:13:07 pm »
Sounds good, thank you.

14
General / Windows Focus(?) Issue on Ubuntu (8/12 commit)
« on: August 13, 2015, 04:56:56 pm »
https://github.com/SFML/SFML/commit/561eb82f14e77f3c9b9e6bd50e59971eef1e9bda

This commit I believe is causing a problem. Running my program, the window will fade to black & white in Ubuntu if you idle for a few seconds. The 8/4 commit prior does not have this problem.

I cannot provide a code example, but I'm certain you can easily replicate it.

Here's a shot of my desktop w/ the fade problem (8/12 commit build).



And here's what the window is supposed to look like (8/4 commit build).



Some background:

* I request focus post window creation, so requesting focus does nothing.
* When I click in the window, it does not fade back in. It remains black & white regardless. Color never comes back.
* None of my code has changed in between each SFML commit above. What worked before no longer works.

If you need more info, I'll provide what I can.

15
General discussions / Forked SFML, merged grab_mouse
« on: December 11, 2014, 07:33:33 pm »
Not certain which forum to post this to.

I wanted to test and play with grab_mouse w/ the latest SFML revision, so I forked everything off and merged the two. I think I did everything correctly and my initial tests (integrated with my project) with Windows, Linux, & MAC OS X have been fine.

Here's the link to my fork if anyone wants to play around:

https://github.com/anthnich/SFML

Honestly, I'm not certain if you guys discourage this type of thing. So, if I made a faux pas, just let me know.

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