Search found 59 matches
- Sun May 06, 2012 2:31 pm
- Forum: Programming Discussion
- Topic: SDL vs SFML vs Allegro?
- Replies: 10
- Views: 11333
Re: SDL vs SFML vs Allegro?
well i recomend you SDL since you can start right away with OpenGL for getting hardware acceleration ;) but you can also get SDL 2.0 from mercury repos,in this version offers you hardware acceleration without OpenGL but you can also get software render for example: if you use : SDL_Surface it will ...
- Sun May 06, 2012 1:37 pm
- Forum: General/Off-Topic
- Topic: Elysian Shadows KOS
- Replies: 6
- Views: 2048
Re: Elysian Shadows KOS
Nope. We wrote our own PVR driver. It uses libGyro for rendering. And no, it wouldn't mean that. There is far more to a game than just rendering, and KOS has its own PVR API which is not compatible with the GBA or PS2. Not to mention there is no way in hell that a GBA could run ES, regardless of yo...
- Sun May 06, 2012 1:36 pm
- Forum: General/Off-Topic
- Topic: Elysian Shadows KOS
- Replies: 6
- Views: 2048
Re: Elysian Shadows KOS
Nope. We wrote our own PVR driver. It uses libGyro for rendering. And no, it wouldn't mean that. There is far more to a game than just rendering, and KOS has its own PVR API which is not compatible with the GBA or PS2. Not to mention there is no way in hell that a GBA could run ES, regardless of yo...
- Sat May 05, 2012 4:33 pm
- Forum: Programming Discussion
- Topic: SDL vs SFML vs Allegro?
- Replies: 10
- Views: 11333
Re: SDL vs SFML vs Allegro?
Earlier this year I was moving between libraries a lot trying to find one I liked for this cross-platform game project that I was preparing to start. Here's my thoughts on the listed ones: SDL 1.2 I never liked this SDL 1.2 all that much, but that's not why I ruled it out in this case. This particu...
- Sat May 05, 2012 4:33 pm
- Forum: Programming Discussion
- Topic: SDL vs SFML vs Allegro?
- Replies: 10
- Views: 11333
Re: SDL vs SFML vs Allegro?
And I may do that. :3dandymcgee wrote:Thank you for the insightful and unbiased review Nokurn!
@OP - There are already many discussions regarding these APIs on these forums. You may find it beneficial to search around and read some the responses from the past.
- Sat May 05, 2012 12:38 pm
- Forum: Programming Discussion
- Topic: SDL vs SFML vs Allegro?
- Replies: 10
- Views: 11333
Re: SDL vs SFML vs Allegro?
Hey, just out of interest, can some enlighten me as to which API you would say is the finest to use? NOTE: I currently use SDL, as all the OOP crap drives me mad. I'm a procedural guy myself. :3 I would just stick to SDL until you are are ready to dive into OpenGL, if you're not so found of "O...
- Sat May 05, 2012 10:55 am
- Forum: Programming Discussion
- Topic: BlitzMax Toolkit Stupid Error --HELP!
- Replies: 2
- Views: 930
Re: BlitzMax Toolkit Stupid Error --HELP!
I don't know BlitzMax, but every half-decent compiler ever will tell you which line the error occurs on. If you can show us what line(s) produce that error, we'll be much better off trying to help you. In another language, I'd say you messed up what access level the member has, but a quick google s...
- Sat May 05, 2012 9:46 am
- Forum: Programming Discussion
- Topic: BlitzMax Toolkit Stupid Error --HELP!
- Replies: 2
- Views: 930
BlitzMax Toolkit Stupid Error --HELP!
Hey you guys, I've decided to use BlitzMax for my game engine's toolkit and thus as a result I am experimenting with the Blitz language. Through my endeavours my code has broken, with what seems to be a silly error, so now I consult the good people of ChaosRift for help with my primitive problems. H...
- Sat May 05, 2012 5:48 am
- Forum: Programming Discussion
- Topic: SDL vs SFML vs Allegro?
- Replies: 10
- Views: 11333
SDL vs SFML vs Allegro?
Hey, just out of interest, can some enlighten me as to which API you would say is the finest to use?
NOTE: I currently use SDL, as all the OOP crap drives me mad. I'm a procedural guy myself. :3
NOTE: I currently use SDL, as all the OOP crap drives me mad. I'm a procedural guy myself. :3
- Sat May 05, 2012 5:42 am
- Forum: General/Off-Topic
- Topic: Elysian Shadows KOS
- Replies: 6
- Views: 2048
Elysian Shadows KOS
Does ES use KOS for rendering? Because if it did, doesn't that mean it'd be able to be ported to the GBA and PS2? Pretty much any platform that supports KOS? O.o
- Sat May 05, 2012 4:23 am
- Forum: Programming Discussion
- Topic: SDL+OpenGL Texture not Rendering-- HELP!
- Replies: 6
- Views: 16386
Re: SDL+OpenGL Texture not Rendering-- HELP!
I'm sorry if I'm misunderstanding you, but texture coordinates are specified like the image below (vertexes in black, texture in red). Even if the tile is at position (14,15) and has dimensions (92,65), the texture coordinates will still be (0,0) (1,0) (1,1) (0,1). They specify coordinates "re...
- Fri May 04, 2012 6:04 pm
- Forum: Programming Discussion
- Topic: SDL+OpenGL Texture not Rendering-- HELP!
- Replies: 6
- Views: 16386
Re: SDL+OpenGL Texture not Rendering-- HELP!
Are you aware that glTexCoord2f takes the uv values as a parameter, which are inside the range [0.0f,1.0f], not as world coordinates? You seem to be using the later, which causes the texture to be rendered (width*height) times, in this tiled fashion. For simple textures (i.e., the ones that span th...
- Fri May 04, 2012 3:42 pm
- Forum: Programming Discussion
- Topic: SDL+OpenGL Texture not Rendering-- HELP!
- Replies: 6
- Views: 16386
Re: SDL+OpenGL Texture not Rendering-- HELP!
Well, there's no way I'm looking through all that code, but some things that made my textures not render in the past (in order of annoyance/time needed to find): Wrong file path. Not enabling GL_TEXTURE_2D (or using GL_TEXTURE instead). Sometimes I would disable it in some part of the code and forg...
- Fri May 04, 2012 2:15 pm
- Forum: Programming Discussion
- Topic: SDL+OpenGL Texture not Rendering-- HELP!
- Replies: 6
- Views: 16386
SDL+OpenGL Texture not Rendering-- HELP!
Hey guys, I've been trying to get this damn texture to render, but OpenGL won't render the texture. Here is the code for lsRender.cpp which has all the functions for rendering: #include "lsGlobals.h" #include "lsRender.h" ls::Gfx ls::Render::load(std::string address, GLuint *text...