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USA-801104-Clinics Company Direktoryo
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Company News :
- [Solved] RenderState proper usage? - Simple and Fast Multimedia Library
Hmmph Must be something i am doing wrong then Here is my test case as simple as i can get it and as close to C as possible (i use D so ignore the ptr it just converts string to char* and the switch case default may be a little different but that should be it in the way of differences)
- Default value for render states - Simple and Fast Multimedia Library
sfRenderStates_default was never added, you'll just have to create a state with the default values as mentioned
- VertexArray size impacting gl_Vertex value in Vertex shader
The render state is translated (diagonal), rotated (90deg) and scaled (x10) to reveal the issue The Vertex shader passes the gl_Vertex coordinates to the fragment shader which maps x and y to the gl_FragColor red and green
- [solved] RenderStates causing blank images to appear
So if you can see a white square when you remove the render states then its obvious that your vertex array is working correctly That means the problem is then with how you load and apply the texture to your render state So please show the code of how you load and apply a texture to your render state
- Author Topic: Push Pop GL state (Read 8499 times) - Simple and Fast . . .
Currently, one can tell a render target to preserve OpenGL state, but this means the complete render state is pushed popped for each and every drawable Most of the time when combining OpenGL rendering and SFML rendering, we have a large section of GL code (3D rendering) and a large section of SFML code (GUI overlays etc)
- Shader and render texture - Simple and Fast Multimedia Library
uniform sampler2D texture; uniform float lightRad; radius uniform vec2 lightPos; position uniform vec3 lightCol; color
- Best way to render, performance-wise
Ixrec gave you the best advice If you want more precise answers, you'll have to describe what kind of stuff you're drawing (what kind of entites, how many, are they static or dynamic, ) ; there's no universal "best way of drawing", it is potentially different for every program
- Add Shadow to SFML-Objects (including Text) [was Shaded Text]
The code is self contained, on non-Windhoze platforms you'll have to stick in another font PS: What I thought would also be cool is to not just put in the displacement of the shadow, but a direction, elevation, and distance to the "base surface", so as to be able to calculate the displacement required from those three parameters
- Optimizing dynamic text rendering - Simple and Fast Multimedia Library
Text: 640 fps No text: 1850 fps There is a huge (1 75x) increase in performance! I am assuming this is due to the fact that the render state is not swapped back and forth between shape and font?
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