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Author Topic: SFML 2.0 RC  (Read 119677 times)

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JohnStabler

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Re: SFML 2.0 RC
« Reply #30 on: April 19, 2012, 01:32:55 pm »
This is great news. I'll be downloading and testing the .NET version 2.0 RC tonight. I'll probably use it in my current project.

Thanks Laurent

Laurent

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Re: SFML 2.0 RC
« Reply #31 on: April 19, 2012, 09:20:43 pm »
The Code::Blocks tutorial is online :)
Laurent Gomila - SFML developer

Laurent

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Re: SFML 2.0 RC
« Reply #32 on: April 20, 2012, 11:21:28 pm »
The Visual Studio tutorial is now online too.
Laurent Gomila - SFML developer

Groogy

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Re: SFML 2.0 RC
« Reply #33 on: April 20, 2012, 11:27:55 pm »
Do you want a "SFML and Ruby" tutorial? In case you do what do you want it to contain?
Developer and Maker of rbSFML and Programmer at Paradox Development Studio

Laurent

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Re: SFML 2.0 RC
« Reply #34 on: April 21, 2012, 10:31:59 am »
Quote
Do you want a "SFML and Ruby" tutorial? In case you do what do you want it to contain?
It's up to you. If you feel like Ruby users would need a tutorial then I can put one there, but you can also create your own website, or just put an HTML doc file in rbSFML packages, or nothing at all.
Laurent Gomila - SFML developer

Laugilus

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Re: SFML 2.0 RC
« Reply #35 on: April 22, 2012, 07:41:08 pm »
I have an issue, even if it's not a big deal. And maybe it's just due to my messy installation of SMFL.

When I launch the tutorial example :
Code: [Select]
#include <SFML/Graphics.hpp>

int main()
{
    sf::RenderWindow window(sf::VideoMode(300, 200), "SFML works!");
    sf::Text text("Hello SFML");

    while (window.isOpen())
    {
        sf::Event event;
        while (window.pollEvent(event))
        {
            if (event.type == sf::Event::Closed)
                window.close();
        }

        window.clear();
        window.draw(text);
        window.display();
    }

    return 0;
}

I get a run-time error. The window appears properly and the text is well displayed. But when I close the window, I get a segfault error (-1073741823). Why is that ?
I'm on Windows 7 64-bits, and compile with gcc 4.6.something.

Thx and nice job!

Laurent

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Re: SFML 2.0 RC
« Reply #36 on: April 22, 2012, 08:25:50 pm »
Laurent Gomila - SFML developer

kaB00M

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Re: SFML 2.0 RC
« Reply #37 on: April 22, 2012, 09:00:47 pm »
Hi Laurent! I know this thread is for issues with 2.0, but I was wondering if this version 'fixes' the 'fps issues'  of 1.6?

Thank you.



Laugilus

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Re: SFML 2.0 RC
« Reply #38 on: April 22, 2012, 09:21:17 pm »
I'm not sure it's the same. I launched the do-not-crash example, and it crashes :)

Code: [Select]
#include <SFML/Graphics.hpp>

int main() {

sf::RenderWindow window(sf::VideoMode(300, 200), "SFML works!");

sf::Font fnt;
fnt.loadFromFile("C:/Windows/Fonts/ARABTYPE.ttf");

sf::Text text("Hello SFML");
text.setFont(fnt);

while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();
}

window.clear();
window.draw(text);
window.display();
}

return 0;
}

Nevertheless, if I comment some lines, it works (if I don't draw the text)
Code: [Select]
#include <SFML/Graphics.hpp>

int main() {

sf::RenderWindow window(sf::VideoMode(300, 200), "SFML works!");

sf::Font fnt;
fnt.loadFromFile("C:/Windows/Fonts/ARABTYPE.ttf");

// sf::Text text("Hello SFML");
// text.setFont(fnt);

while (window.isOpen())
{
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();
}

window.clear();
// window.draw(text);
window.display();
}

return 0;
}

I will investigate further when I have time. Btw I don't know whether this is the right place to talk about this, is it ?

Laurent

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Re: SFML 2.0 RC
« Reply #39 on: April 22, 2012, 09:36:24 pm »
Quote
I know this thread is for issues with 2.0, but I was wondering if this version 'fixes' the 'fps issues'  of 1.6?
What FPS issue?

Quote
I'm not sure it's the same. I launched the do-not-crash example, and it crashes
What's important with the no-crash code is that it assigns the text's font in the constructor, so that the default font never gets instanciated. Your code doesn't do that.
Laurent Gomila - SFML developer

kaB00M

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Re: SFML 2.0 RC
« Reply #40 on: April 22, 2012, 09:49:36 pm »
Quote
What FPS issue?

The ones with .SetFramerateLimit(). My games vary a lot in some builds.



Laugilus

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Re: SFML 2.0 RC
« Reply #41 on: April 22, 2012, 10:03:48 pm »
My bad. I called the constructor with which you can load a font, and now it works perfectly fine. I guess it's the same problem then.

Laurent

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Re: SFML 2.0 RC
« Reply #42 on: April 22, 2012, 10:07:26 pm »
Quote
The ones with .SetFramerateLimit()
I'm not aware of any problem with that. Would you mind pointing me to the forum thread or issue that discusses it?
Laurent Gomila - SFML developer

kaB00M

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Re: SFML 2.0 RC
« Reply #43 on: April 22, 2012, 11:05:37 pm »
Quote
You should try SFML 2, the implementation of timing functions have changed and is supposed to be more reliable.
http://en.sfml-dev.org/forums/index.php?topic=6854.0
Sorry, I guess I read this out of context.

The thing is, if I set the frame-limit to 60, I get different fps on different computers (below 60 in some), yet if I don't specify a limit, the fps goes 80's in all comps. Also, in some instances on my fastest comp, my fps goes up to 100's regardless of set frame-limit.

Maybe I'm running old version of 1.6? Is the one on http://www.sfml-dev.org/download.php the latest?
I'm using Code::Blocks.



Laurent

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Re: SFML 2.0 RC
« Reply #44 on: April 23, 2012, 07:54:15 am »
Quote
Maybe I'm running old version of 1.6? Is the one on http://www.sfml-dev.org/download.php the latest?
There is only one version of SFML 1.6 -- otherwise they would have different numbers ;)
Laurent Gomila - SFML developer

 

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