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Author Topic: SFGUI (0.4.0 released)  (Read 391667 times)

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binary1248

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« Reply #240 on: January 26, 2012, 07:00:53 pm »
Look in the event you passed to HandleEvent? It is the same one that fires OnKeyPress.
SFGUI # SFNUL # GLS # Wyrm <- Why do I waste my time on such a useless project? Because I am awesome (first meaning).

BlueMagic

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« Reply #241 on: January 26, 2012, 10:37:37 pm »
So there's no way to eliminate that error since it's pretty much caused by SFML, right? Or does linking statically eliminate it completely?

binary1248

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« Reply #242 on: January 27, 2012, 12:39:17 am »
Quote from: "BlueMagic"
So there's no way to eliminate that error since it's pretty much caused by SFML, right? Or does linking statically eliminate it completely?


As Laurent indirectly implied in his post, there are 3 options.

    1. Make sure your program never runs on an AMD card. (Unrealistic)
    2. Don't use the default font. (Unrealistic unless you have your own font you want to use as the default anyway)
    3. Static link SFML. (This is what I myself always do)
    ?. I don't know if this counts but... you could try your best to convince Laurent to invest more time into looking into the bug ;).
SFGUI # SFNUL # GLS # Wyrm <- Why do I waste my time on such a useless project? Because I am awesome (first meaning).

BlueMagic

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« Reply #243 on: January 27, 2012, 12:45:06 am »
To not use the default font means to load a font by myself and use that manually, right? I wouldn't have to touch any SFML settings or anything? I'm not very familiar with using fonts and text in SFML.

binary1248

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« Reply #244 on: January 27, 2012, 01:03:14 am »
It would mean not calling sf::Font::GetDefaultFont() yourself or leaving the Font property of the widgets blank (which causes them to use the default font automatically). What this also means is, as you already said, that you will have to load a font from a source (file, memory etc.) and use that instead for drawing your SFML stuff and for SFGUI widgets.
SFGUI # SFNUL # GLS # Wyrm <- Why do I waste my time on such a useless project? Because I am awesome (first meaning).

Laurent

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« Reply #245 on: January 27, 2012, 07:59:05 am »
Quote
I don't know if this counts but... you could try your best to convince Laurent to invest more time into looking into the bug

I will, but not for SFML 2.0.
Laurent Gomila - SFML developer

Tank

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« Reply #246 on: January 28, 2012, 11:20:14 am »
Changes:
  • Implemented own OpenGL renderer, SFML isn't used for most of the rendering anymore. (more than 200% performance increase; e.g. on my machine I get 3,600+ FPS instead of 1,200)
  • ComboBox's popup now stays open.
  • Slider can be positioned directly by clicking on the trough.
  • Entry got Append() and Prepend().
  • Adjusted to work with latest SFML commit, especially timer API.


Besides of that a lot of minor changes have been made internally. We encourage every SFGUI user to checkout the new version and REPORT ANY ERRORS you may encounter. All changes have been applied to master.

There's still a crash at exit when you link dynamically on Windows. The cause is SFML's default font unloading after the context is destroyed. We can't really do anything against it except fixing SFML.

Laurent

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« Reply #247 on: January 28, 2012, 11:36:15 am »
Quote
Implemented own OpenGL renderer, SFML isn't used for most of the rendering anymore. (more than 200% performance increase; e.g. on my machine I get 3,600+ FPS instead of 1,200)

Have you tried SFML's vertex array? 1200 FPS was with which implementation?
By the way, you my opinion about such high FPS numbers for benchmarks ;)
Laurent Gomila - SFML developer

Tank

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« Reply #248 on: January 28, 2012, 11:53:48 am »
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Have you tried SFML's vertex array? 1200 FPS was with which implementation?

With client-side vertex arrays. :)

Quote
By the way, you my opinion about such high FPS numbers for benchmarks

I know, but the less time an external dependency/library takes, the better in my opinion.

Tank

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« Reply #249 on: January 28, 2012, 11:54:33 am »
And and btw: Nightly builds have been updated (latest SFGUI + SFML2).

Elgan

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« Reply #250 on: January 28, 2012, 02:09:07 pm »
performance increase sounds fantastic ;)

thank you

binary1248

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« Reply #251 on: January 28, 2012, 03:02:28 pm »
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By the way, you my opinion about such high FPS numbers for benchmarks


Software libraries display an unusual property:

1 + 1 = 0.5 (in the worst case)

or in our case more like 1000 FPS + 1000 FPS = 700 FPS or something.

If you were to use 10 libraries which stem from developers who stop optimizing at 1000 FPS what do you think is going to happen to your awesome game? Of course it will run at 1000 FPS too right? Or else they would have optimized it more... because the FPS drop must come solely from their library and they only care about the use case where their library is used by itself.. which would make so much sense with SFGUI.

Sure.. if SFML or SFGUI was used purely by themselves, I would share your opinion 100%, but I didn't find any hidden clause somewhere which tells users that is the only way to make their next awesome game. We (at SFGUI) want the user to get maximum performance no matter how many libraries they want to use and how their performance is, be it 1 or 100. Therefore our view regarding performance.

Hope I could enlighten some people who cared to read my wall of text.
SFGUI # SFNUL # GLS # Wyrm <- Why do I waste my time on such a useless project? Because I am awesome (first meaning).

Laurent

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« Reply #252 on: January 28, 2012, 06:45:13 pm »
Hu... I was not talking about the optimization, which is always a good thing of course. I was saying that using such high numbers were irrelevant to show optimization results. We already talked a lot about this ;)

Sorry if it was not clear.
Laurent Gomila - SFML developer

Laurent

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« Reply #253 on: January 28, 2012, 06:47:28 pm »
Quote
With client-side vertex arrays

So you had time to test the new API before switching to OpenGL. Was it better (performances and usage) than the old one? I'm interested to see how it performs for GUI systems :)
Laurent Gomila - SFML developer

Laurent

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« Reply #254 on: January 28, 2012, 07:15:10 pm »
By the way, since a GUI library needs to draw many small entities, it's very close to what I need to optimize in SFML. So if you feel like there are optimizations that I could apply to SFML, don't hesitate to share.

Sorry for triple posting :lol:
Laurent Gomila - SFML developer