Search found 198 matches
- Tue Sep 24, 2013 11:56 pm
- Forum: Programming Discussion
- Topic: SDL Event Shenanigans
- Replies: 15
- Views: 9922
Re: SDL Event Shenanigans
I removed the PollEvent and PumpEvent and used as you suggested GetAsyncKeyState to move my square around and it holds at a smooth 60 fps. However I am assuming this is windows specific and I would prefer a cross-platform solution. I believe PollEvent implicitly calls PumpEvents so that specific fun...
- Tue Sep 24, 2013 3:37 am
- Forum: Programming Discussion
- Topic: SDL Event Shenanigans
- Replies: 15
- Views: 9922
Re: SDL Event Shenanigans
It happens with seemingly all events.
One of the first things I tried before posting here was removing the SDL_PollEvent and just use SDL's keystates but the behavior is the same.
One of the first things I tried before posting here was removing the SDL_PollEvent and just use SDL's keystates but the behavior is the same.
- Mon Sep 23, 2013 5:25 pm
- Forum: Programming Discussion
- Topic: SDL Event Shenanigans
- Replies: 15
- Views: 9922
Re: SDL Event Shenanigans
No I had not implemented that but now that I have limited it to 60 frames per second it still exhibits the same behavior. Because a frame limiter can only prevent it from going too high but the problem here is whenever ANY input is received the frame rate goes down.
- Sun Sep 22, 2013 9:13 pm
- Forum: Programming Discussion
- Topic: SDL Event Shenanigans
- Replies: 15
- Views: 9922
Re: SDL Event Shenanigans
The thing is I don't want to wait until my program is more complex to fix the problem. But before posting here I had a simple movement test running where a little image would move around responding to user key presses. But when holding down a key to move the image the frame rate kept slowing down an...
- Thu Sep 19, 2013 10:38 pm
- Forum: Programming Discussion
- Topic: SDL Event Shenanigans
- Replies: 15
- Views: 9922
Re: SDL Event Shenanigans
Going to town means rapidly scrolling up and down as fast as I can. All drawing code was removed to pinpoint the problem so all it does now is clear and swap. The problem I am trying to fix is the frame rate tanking like lead any time any input triggers an event. The mouse wheel event is simply the ...
- Wed Sep 18, 2013 7:59 pm
- Forum: Programming Discussion
- Topic: SDL Event Shenanigans
- Replies: 15
- Views: 9922
Re: SDL Event Shenanigans
Code: Select all
bool InputManager::PollEvent()
{
return SDL_PollEvent(&event);
}
bool InputManager::IsType(Uint32 type)
{
return event.type == type;
}
- Wed Sep 18, 2013 5:24 pm
- Forum: Programming Discussion
- Topic: SDL Event Shenanigans
- Replies: 15
- Views: 9922
SDL Event Shenanigans
So I've used SDL for a while now and I always noticed a skippyness in my frame rate but only now realised what it is. It's not SDL's rendering function being slow it seems to be SDL event processing. When my game is running and all it's doing is looping through events and I go to town with the mouse...
- Sat Aug 25, 2012 8:39 pm
- Forum: Programming Discussion
- Topic: OpenGL Failure
- Replies: 11
- Views: 5266
Re: OpenGL Failure
Well the problem in the test app seems to have fixed itself. I thought I was having the same problem with the engine but IDK the screen setup code is fine. Here's the problem in the engine:
Can anyone explain what would cause immediate mode to not render?
Keep in mind that VBOs render perfectly.
Can anyone explain what would cause immediate mode to not render?
Keep in mind that VBOs render perfectly.
- Sat Aug 25, 2012 4:18 pm
- Forum: Programming Discussion
- Topic: OpenGL Failure
- Replies: 11
- Views: 5266
Re: OpenGL Failure
Your state management looks absolutely atrocious. You have LoadIdentity's and PushMatrix's all over the place and in non-sensical places. I have no idea what you're trying to do, what it's supposed to do, or what other varieties of jacked up states you've got going on there from other places. ........
- Sat Aug 25, 2012 4:15 pm
- Forum: Programming Discussion
- Topic: OpenGL Failure
- Replies: 11
- Views: 5266
Re: OpenGL Failure
That just fills the whole screen.
- Sat Aug 25, 2012 11:32 am
- Forum: Programming Discussion
- Topic: OpenGL Failure
- Replies: 11
- Views: 5266
Re: OpenGL Failure
I changed that and it's still the same.
I had this working in my test game but then it just randomly stopped working but the VBOs still draw fine.
I had this working in my test game but then it just randomly stopped working but the VBOs still draw fine.
- Mon Aug 20, 2012 11:49 am
- Forum: Programming Discussion
- Topic: OpenGL Failure
- Replies: 11
- Views: 5266
Re: OpenGL Failure
I can call that wherever I want and I still get the same result. #include "SDL.h" #include "SDL_opengl.h" #pragma comment( lib, "SDL.lib" ) #pragma comment( lib, "SDLmain.lib" ) #pragma comment( lib, "OpenGL32.lib" ) int main( int num, char **blarg )...
- Mon Aug 20, 2012 9:08 am
- Forum: Programming Discussion
- Topic: OpenGL Failure
- Replies: 11
- Views: 5266
OpenGL Failure
Here's the FULL source code: #include "SDL.h" #include "SDL_opengl.h" #pragma comment( lib, "SDL.lib" ) #pragma comment( lib, "SDLmain.lib" ) #pragma comment( lib, "OpenGL32.lib" ) int main( int num, char **blarg ) { SDL_Init( SDL_INIT_EVERYTHING ); ...
- Sat Aug 11, 2012 4:17 am
- Forum: Programming Discussion
- Topic: Window Modal Timing Problems
- Replies: 2
- Views: 1748
Re: Window Modal Timing Problems
How do I do that though?
I thought that's what SDL_EVENTTHREAD did but it still freezes every time I manipulate the window.
I thought that's what SDL_EVENTTHREAD did but it still freezes every time I manipulate the window.
- Fri Aug 10, 2012 3:38 am
- Forum: Programming Discussion
- Topic: Window Modal Timing Problems
- Replies: 2
- Views: 1748
Window Modal Timing Problems
I have a timed trigger class that is not paused when I move the window or re-size the window or switch to another window.
Does anyone know how to fix this?
BTW I'm using SDL.
Does anyone know how to fix this?
BTW I'm using SDL.