Welcome, Guest. Please login or register. Did you miss your activation email?

Author Topic: white sprites in sfml2 samples  (Read 2701 times)

0 Members and 1 Guest are viewing this topic.

sirGustav

  • Newbie
  • *
  • Posts: 22
    • View Profile
white sprites in sfml2 samples
« on: September 26, 2009, 08:15:52 pm »
revision: 1223
os: xp

wxWidget-, postfx- & pong- -samples get white textures, Open-GL-sample seems to work fine.

LoadFromFile returns true, atleast when I'm debugging the wxWidgets-project.

<edit>
glTexSubImage2D gives a GL_INVALID_VALUE in Image::EnsureTextureUpdate()

gluBuild2DMipmaps doesn't return any error and when I'm using that instead of the original function everything looks to work as expected.

The prebuilt 1.5 version works
</edit>

Laurent

  • Administrator
  • Hero Member
  • *****
  • Posts: 32498
    • View Profile
    • SFML's website
    • Email
white sprites in sfml2 samples
« Reply #1 on: September 27, 2009, 11:24:16 am »
Did you do a complete rebuild? Are your drivers up to date?

Do you see any difference between the glTexSubImage2D calls in both revisions (the broken one and the one that works)? As far as I know, I didn't change anything to this call.
Laurent Gomila - SFML developer

sirGustav

  • Newbie
  • *
  • Posts: 22
    • View Profile
white sprites in sfml2 samples
« Reply #2 on: September 28, 2009, 06:30:05 am »
Quote from: "Laurent"
Did you do a complete rebuild?

yes

Quote
Are your drivers up to date?
now they are, and the problem dissapeared, sorry should have done that earlier :oops:

On another note, why is the opengl "error handling" disabled in release?

If you don't want to enable it in release, you might consider using OutputDebugString() in visual studio(don't know how other windows compilers works in this regard) builds to print to the output window instead of cerr.

Laurent

  • Administrator
  • Hero Member
  • *****
  • Posts: 32498
    • View Profile
    • SFML's website
    • Email
white sprites in sfml2 samples
« Reply #3 on: September 28, 2009, 07:50:32 am »
Quote
On another note, why is the opengl "error handling" disabled in release?

Because it's a debugging feature that you don't need in a release build. If it was enabled in release mode it would also have a significant impact on performances.
Laurent Gomila - SFML developer

sirGustav

  • Newbie
  • *
  • Posts: 22
    • View Profile
white sprites in sfml2 samples
« Reply #4 on: September 29, 2009, 07:53:32 am »
ok, thanks for the clarification and support :)