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Author Topic: My app only working on the computer it is being developed in  (Read 1896 times)

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supperpiccle

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My app only working on the computer it is being developed in
« on: January 10, 2013, 03:17:11 am »
I have created a demo but the background is a 8000 pixal wide picture...on my computer when i boot the app it displays it fine...on another computer it spits out an error messege saying the internal size is too big....i am using sfml 1.6 my computer is win 7 and the other is kinda older running win xp....help plz

eXpl0it3r

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Re: My app only working on the computer it is being developed in
« Reply #1 on: January 10, 2013, 03:45:00 am »
'plz' is not an English word.  :-\

Every graphics card has their texture size limits. For older graphics card this can be quite a limit.
The only thing you can do is split the texture into multiple parts and not a contiguous one.

I strongly advise you to not use SFML 1.6 anymore, because it's around 2.5 years old, has a few nasty bugs (i.e. ATI bug) and lacks a lot of nice features (better graphics API, sf::VertexArray, sf::RenderTexture, ...).
If you decide to update (which you should!), then you also get the possibility of using Thor's sf::BigTexture and sf::BitSprite.
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masskiller

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Re: My app only working on the computer it is being developed in
« Reply #2 on: January 10, 2013, 03:45:23 am »
If you were using SFML 2 you could just use thor's BigTexture and BigSprite and that could solve your problem, however depending on how much code you have it may be very tedious. I have no other ideas besides that.
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supperpiccle

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Re: My app only working on the computer it is being developed in
« Reply #3 on: January 10, 2013, 11:43:07 pm »
The biggest reason i don't wanna switch the the lack of tutorials for it....

Nexus

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Re: My app only working on the computer it is being developed in
« Reply #4 on: January 10, 2013, 11:45:57 pm »
There are only a few tutorials missing, and with the SFML 1.6 tutorials and the SFML 2.0 RC API documentation, you easily find out how to use the new version.

In SFML 1.6, it is not possible to work with such big textures.
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