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Author Topic: SFML 2.0 RC  (Read 127709 times)

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AdelR

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Re: SFML 2.0 RC
« Reply #45 on: April 23, 2012, 09:51:30 am »
Hi! I wanted to try SFML but seeing the state of transition from 1.6 to 2.0 - wanted to ask. Are tutorials on site from 1.6 version up to date with current API? Or should i wait for them to be rewritten?

Laurent

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Re: SFML 2.0 RC
« Reply #46 on: April 23, 2012, 10:10:09 am »
The tutorials which are up to date are those in tutorials/2.0. Missing ones are being rewritten and will be uploaded as soon as they are ready.
Laurent Gomila - SFML developer

Cornstalks

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Re: SFML 2.0 RC
« Reply #47 on: April 23, 2012, 11:01:48 pm »
Hi! I wanted to try SFML but seeing the state of transition from 1.6 to 2.0 - wanted to ask. Are tutorials on site from 1.6 version up to date with current API? Or should i wait for them to be rewritten?
Just a note that in general, it's not too hard to look at a 1.6 tutorial and the 2.0 documentation (the documentation for 2.0 is up to date, as far as I know), and figure out how to do the same thing in 2.0. Version 2.0 introduces a lot of changes/new things, but it's still good old SFML so things are still related.

eigenbom

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Re: SFML 2.0 RC
« Reply #48 on: April 24, 2012, 05:19:45 am »
Well I used SFML-2.0rc for the last 72 hours during Ludum Dare and it worked great. I used the Xcode installer and the Visual Studio 2010 binaries.

(And just in case you're interested, the game is here.)

nulloid

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Re: SFML 2.0 RC
« Reply #49 on: April 24, 2012, 04:11:35 pm »
IDK if it was posted/mentioned before, but I've noticed that in the CSFML binding, Graphics.h doesn't include SFML/Graphics/Sprite.h.

Laurent

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Re: SFML 2.0 RC
« Reply #50 on: April 24, 2012, 05:35:53 pm »
Quote
IDK if it was posted/mentioned before, but I've noticed that in the CSFML binding, Graphics.h doesn't include SFML/Graphics/Sprite.h.
Thanks!
Laurent Gomila - SFML developer

Foaly

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Re: SFML 2.0 RC
« Reply #51 on: April 26, 2012, 01:02:08 pm »
I not really sure if it's a bug or if I'm doing something wrong, but when I called the isAvailable() member of SoundRecorder anywhere in my program, i get a segfault when my program finishes. My Debugger tells my the segfault happens in alcCloseDevice () (...myprogramdirectory...\bin\Debug\openal32.dll). here is some minimal code to reproduce it:
#include <SFML/Audio.hpp>
#include <iostream>
int main()
{
    // Check that the device can capture audio
    if (sf::SoundRecorder::isAvailable() == false)
    {
        std::cout << "Sorry, audio capture is not supported by your system" << std::endl;
        return EXIT_SUCCESS;
    }

    return 0;
}

edit: of course i am using the rc2 build and i am on a windows xp machine with codeblocks and gcc
« Last Edit: April 26, 2012, 01:03:49 pm by Foaly »

Laurent

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Re: SFML 2.0 RC
« Reply #52 on: April 26, 2012, 01:03:28 pm »
Please check the task tracker before posting.

https://github.com/SFML/SFML/issues/30
Laurent Gomila - SFML developer

Foaly

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Re: SFML 2.0 RC
« Reply #53 on: April 26, 2012, 01:06:06 pm »
I'm sorry... Of course I checked the issue pages before i posted, but only searched for SoundRecorder. My bad, I will look more carefully next time.

Laurent

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Re: SFML 2.0 RC
« Reply #54 on: April 26, 2012, 01:45:19 pm »
There's not a lot of issues for each module in the tracker, so instead of searching for a particular keyword you can just activate the module filter (ie. click on the module name in the tag list) and check the few issues associated to it. That's what I always to when I have do find an old issue :)
Laurent Gomila - SFML developer

CptZouglou

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Re: SFML 2.0 RC
« Reply #55 on: April 28, 2012, 05:55:28 pm »
Well I used SFML-2.0rc for the last 72 hours during Ludum Dare and it worked great. I used the Xcode installer and the Visual Studio 2010 binaries.

(And just in case you're interested, the game is here.)

Hey nice game !
We used SFML too for the 72h compo at Ludum Dare: check it out !
http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=10655

eXpl0it3r

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Re: SFML 2.0 RC
« Reply #56 on: April 28, 2012, 08:30:10 pm »
We used SFML too for the 72h compo at Ludum Dare: check it out !
http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=10655

But you didn't use SFML 2rc or did you? Because I only get a blank command line window and then nothing happens which speaks for the typical ATI bug which is present in SFML 1.6.

As a side note, SFML projects was specially created to present your games to the SFML community. So it would be nice to see an announcement there. ;)
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BMB

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Re: SFML 2.0 RC
« Reply #57 on: May 01, 2012, 05:22:44 pm »
There is a problem when building static libraries with Mingw-w64 (32 and 64 versions). It is in the Macros.cmake file at lines 18-19:

Code: [Select]
            if(NOT ${lib} MATCHES ".*/.*")
                string(REGEX REPLACE "(.*)/bin/.*\\.exe" "\\1" STANDARD_LIBS_PATH "${CMAKE_CXX_COMPILER}")
                set(lib "${STANDARD_LIBS_PATH}/lib/lib${lib}.a")
            endif()

The problem is that the libs are split between a couple of directories. Specifically, in my 32-bit version, libopengl32.a, libgdi32.a, libwinmm.a and a few others are not in <mingw>/lib, but rather in <mingw>/i686-w64-mingw32/lib. This totally breaks the above code, which assumes they are in <mingw>/lib, and the make fails.

Laurent

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Re: SFML 2.0 RC
« Reply #58 on: May 01, 2012, 06:12:20 pm »
There are issues for that on the tracker.
Laurent Gomila - SFML developer

nulloid

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Re: SFML 2.0 RC
« Reply #59 on: May 01, 2012, 08:01:49 pm »
Another bunch of buggies from CSFML: In the include files, sfCircleShape has _GetOrigin and _GetScale instead of their camelCase versions, and all of sfRectangleShape's functions suffer from the same problem.