• Sfml or something else ?
    18 replies, posted
Id like to do some graphics programming but using sfml seems well dirty, It has functions objects to cover almost anything like : (copied from tutorial) sf::Sprite Sprite; Sprite.SetColor(sf::Color(0, 255, 255, 128)); Sprite.SetX(200.f); Sprite.SetY(100.f); Sprite.SetPosition(200.f, 100.f); Sprite.SetRotation(30.f); Sprite.SetCenter(0, 0); Sprite.SetScaleX(2.f); Sprite.SetScaleY(0.5f); Sprite.SetScale(2.f, 0.5f); Sprite.SetBlendMode(sf::Blend::Multiply); Sprite.Move(10, 5); Sprite.Rotate(90); Sprite.Scale(1.5f, 1.5f); I mean this feels like a gamemaker only now with no gui. What else is available ? And must I learn windows api if I want to do that ? Windows api :( Thanks,
Saying something like that is stupid. If it makes programming easy, use it. The functions are very fast and useful. You could use OpenGL instead of SMLF ( SFML uses OpenGL ).
I just have a DrawImage(sf::Image*, int, int) function which reuses a single sprite and just updates the positions and such. A sf::Sprite is just a container and does no calculations until the it renders.
Yea I understands its a beautiful library and its very fast only I want to do it myself, so about this openGL I guess windows api is required ?
[QUOTE=quincy18;16982354]Yea I understands its a beautiful library and its very fast only I want to do it myself, so about this openGL I guess windows api is required ?[/QUOTE] what?
I decided just to use sfml, I read trough some tutorials and saw it had much more potential than I thought it did. Thanks anyway
At least it works for you :v:.
Because he isn't a dumbass.
SFML doubles as an OpenGL context creation library. So you can use it to create a window, grab an OpenGL context, get input and whatever else floats your boat, and then use OpenGL as you usually would.
Yes, but it's wiser to just create your own window instead of using a library JUST FOR THE WINDOW.
[QUOTE=quincy18;16982354]Yea I understands its a beautiful library and its very fast only I want to do it myself, so about this openGL I guess windows api is required ?[/QUOTE] Windows api is not required for OpenGL.
[QUOTE=Eleventeen;16993035]Yes, but it's wiser to just create your own window instead of using a library JUST FOR THE WINDOW.[/QUOTE] Might aswell use a windowing system if your going with opengl, then if you don't write stupid code your program could be cross platform. How is it wiser to create your own?
[QUOTE=Eleventeen;16993035]Yes, but it's wiser to just create your own window instead of using a library JUST FOR THE WINDOW.[/QUOTE] Err... Negative. Cross platform windowing is a pain. Hell, it's just a pain in general. Much easier to leave it to somebody else to work around all the quirks.
[QUOTE=PvtCupcakes;16993171]Windows api is not required for OpenGL.[/QUOTE] On Windows, it is required. You need it to create any window on Windows at all. Thankfully it's abstracted away in windowing libraries though, so use one of those.
[QUOTE=jmanmc;16985554]Because he isn't a dumbass.[/QUOTE] Yesss, I'm a dumbass because... my graphics drivers aren't working for it? Good logic.
You can create windows through GLUT.
[QUOTE=jA_cOp;16996889]On Windows, it is required. You need it to create any window on Windows at all. Thankfully it's abstracted away in windowing libraries though, so use one of those.[/QUOTE] Yeah, but like you said, you don't need to access it directly. Do you need a windowing system to display full screen?
Just go with SFML - I didn't think very highly of it either, and created my own OpenGL system for sprites in the style of SFML. Then I realized that I might as well use SFML, since it's being written by a far more competent person, and I can worry about my project, not bugs in the multimedia engine.
[QUOTE=nos217;16997760]Yesss, I'm a dumbass because... my graphics drivers aren't working for it? Good logic.[/QUOTE] because.... you're using linux.
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