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

Author Topic: New graphics API ready  (Read 93138 times)

0 Members and 1 Guest are viewing this topic.

Lee R

  • Jr. Member
  • **
  • Posts: 86
    • View Profile
New graphics API ready
« Reply #195 on: January 07, 2012, 05:44:16 pm »
Quote from: "minirop"
Quote from: "Lee R"
If we're being pedantic, it's worth mentioning that ISO C++ doesn't define anonymous structs, thus the above construct relies on a compiler specific language extension.

C++11 does.


Oh that's nice. FDIS reference?

Haikarainen

  • Guest
New graphics API ready
« Reply #196 on: January 13, 2012, 01:08:47 am »
What have you changed with sf::Text except GetRect -> Get*Bounds ?

I'm having troubles debugging my REALLY messy menu-system, wich draws lots of texts. No texts are drawn unless I tamper with them after I create them (like selecting another menu item).

I'm creating texts like this;

Code: [Select]
sf::Text meh;
Meh.SetFont(*FontPointer);
Meh.SetCharacterSize(8);
Meh.SetColor(sf::Color(255,255,255));
Meh.SetPosition(sf::Vector2f(x,y));
Meh.SetString("bleh");


Is there a post with full changes ?

Laurent

  • Administrator
  • Hero Member
  • *****
  • Posts: 32498
    • View Profile
    • SFML's website
    • Email
New graphics API ready
« Reply #197 on: January 13, 2012, 08:04:30 am »
It should work, sf::Text hasn't changed at all (except the GetBounds thing).

Can you reproduce the problem with a complete and minimal example?
Laurent Gomila - SFML developer

novemberdobby

  • Newbie
  • *
  • Posts: 7
    • View Profile
    • http://www.novemberdobby.co.uk
New graphics API ready
« Reply #198 on: January 16, 2012, 04:18:00 pm »
I'm trying to convert my project to the new system, but I've come across a problem. There no longer seems to be a way to set individual point colours in ConvexShapes. I was previously using them to do this:



I could take the polygons that I draw (see below) and set a different fill colour for each one, but that won't interpolate between vertices and looks like coloured squares instead of a nice gradient.



Is this going to be a feature later on?

Laurent

  • Administrator
  • Hero Member
  • *****
  • Posts: 32498
    • View Profile
    • SFML's website
    • Email
New graphics API ready
« Reply #199 on: January 16, 2012, 04:26:26 pm »
There won't be a replacement in the Shape API, you must use vertices (sf::Vertex) directly if you want more control.
Laurent Gomila - SFML developer

model76

  • Full Member
  • ***
  • Posts: 231
    • View Profile
New graphics API ready
« Reply #200 on: January 16, 2012, 05:16:04 pm »
Quote from: "Laurent"
There won't be a replacement in the Shape API, you must use vertices (sf::Vertex) directly if you want more control.
So there is a good way. I was really worried about this.

Could you give a short example of how to do, say, a quad with different colored corners in SFML2?

novemberdobby

  • Newbie
  • *
  • Posts: 7
    • View Profile
    • http://www.novemberdobby.co.uk
New graphics API ready
« Reply #201 on: January 16, 2012, 05:36:34 pm »
I can, since it works now:

Code: [Select]

sf::VertexArray va(sf::Quads, 4);
va.Append(sf::Vertex(sf::Vector2f(0, 0), sf::Color::Red));
va.Append(sf::Vertex(sf::Vector2f(100, 0), sf::Color::White));
va.Append(sf::Vertex(sf::Vector2f(100, 100), sf::Color::Black));
va.Append(sf::Vertex(sf::Vector2f(0, 100), sf::Color::Yellow));
rTarget->Draw(va); //any render target


after my fixes:



Thanks!

model76

  • Full Member
  • ***
  • Posts: 231
    • View Profile
New graphics API ready
« Reply #202 on: January 16, 2012, 06:05:31 pm »
Very nice! So exited about SFML2 now. Thank you.

Mario

  • SFML Team
  • Hero Member
  • *****
  • Posts: 879
    • View Profile
New graphics API ready
« Reply #203 on: January 16, 2012, 08:56:13 pm »
Possible bug in shader handling (actually just some aggressive programming).

I forgot to check for shader availability on a Intel 45GMA (Eee PC), which essentially lead to a call to "RenderTarget::ApplyShader(0)".

This - for that PC - causes a segmentation fault (instruction pointer being set to 0) outside SFML's scope due to "glUseProgramObjectARB" pointing nowhere (which is called in RenderTarget.cpp at line 377).

Not sure if there should be a bit more defensive programming being used here.

Laurent

  • Administrator
  • Hero Member
  • *****
  • Posts: 32498
    • View Profile
    • SFML's website
    • Email
New graphics API ready
« Reply #204 on: January 16, 2012, 10:18:57 pm »
How did you manage to reach this call with a null argument?
Laurent Gomila - SFML developer

GloryFish

  • Newbie
  • *
  • Posts: 3
    • View Profile
New graphics API ready
« Reply #205 on: January 17, 2012, 07:57:29 pm »
I have a game project that I was building with a version of SFML 2 from September. Last night I pulled the latest version of SFML and worked on updating my code to work with the new API.

Without looking at any resource other than the 2.0 documentation I was able to convert my project to the new API in about 2 hours. It was a breeze. I really like how things are structured now.

Just wanted to say thanks to you and all the contributors for the great work.

Mario

  • SFML Team
  • Hero Member
  • *****
  • Posts: 879
    • View Profile
New graphics API ready
« Reply #206 on: January 17, 2012, 11:26:49 pm »
Quote from: "Laurent"
How did you manage to reach this call with a null argument?

Haven't had time to track it down yet, but it seems like that's happening due to RenderTarget::Draw() trying to unbind the shader used just before updating the vertex cache:

Quote
       // Draw the primitives
        GLCheck(glDrawArrays(mode, 0, vertexCount));

        // Unbind the shader, if any
        if (states.Shader)
            ApplyShader(NULL);

        // Update the cache
        myCache.UseVertexCache = useVertexCache;


The issue here might be the integrated Intel graphics card supporting a lower shader version (I think OpenGL 1.4 is the last version being feature complete with the driver supporting some 2.0 features).

states.Shader is set to point to the shader object. Previous state's shader (don't remember name right now) is set to 0.

Laurent

  • Administrator
  • Hero Member
  • *****
  • Posts: 32498
    • View Profile
    • SFML's website
    • Email
New graphics API ready
« Reply #207 on: January 18, 2012, 08:00:47 am »
So you load and use a shader, whereas Shader::IsAvailable() returns false? Right?
Laurent Gomila - SFML developer

Groogy

  • Hero Member
  • *****
  • Posts: 1469
    • MSN Messenger - groogy@groogy.se
    • View Profile
    • http://www.groogy.se
    • Email
New graphics API ready
« Reply #208 on: January 18, 2012, 09:10:35 pm »
It must be. Giving the program id 0 will set back OpenGL to use the fixed pipeline. I.E it's defined behaviour and should not act like that if shaders are supported. Could also be a delayed bug. It happens a lot earlier but doesn't crash until later. Experienced that a lot with intel.
Developer and Maker of rbSFML and Programmer at Paradox Development Studio

Mario

  • SFML Team
  • Hero Member
  • *****
  • Posts: 879
    • View Profile
New graphics API ready
« Reply #209 on: January 19, 2012, 12:25:43 pm »
Quote from: "Laurent"
So you load and use a shader, whereas Shader::IsAvailable() returns false? Right?

I completely forgot about the check, so essentially, yes.

Quote from: "Groogy"
It must be. Giving the program id 0 will set back OpenGL to use the fixed pipeline. I.E it's defined behaviour and should not act like that if shaders are supported. Could also be a delayed bug. It happens a lot earlier but doesn't crash until later. Experienced that a lot with intel.

As mentioned above, it's not due to the passed NULL. It's due to the function pointing nowhere (as it couldn't be loaded by GLEW).