SFML 2.1

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13 comments, last by pinchz 10 years, 2 months ago

texture coordinates are defined in pixels (they are not normalized (between 0.0 and 1.0f), as people who are used to graphics programming would expect).


Firstly, according to the TheComet's link to the documentation, using pixel or normalized coordinates is a choice. Secondly, since SFML has a strong focus on being a reasonable library for 2D game development, having a default value of pixel-based sounds extremely reasonable.
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I use SFML 2.1 and I think it is fantastic. I use all parts of it and have not had any issues thus far.


texture coordinates are defined in pixels (they are not normalized (between 0.0 and 1.0f), as people who are used to graphics programming would expect).

http://www.sfml-dev.org/documentation/2.1/classsf_1_1Texture.php#aa6fd3bbe3c334b3c4428edfb2765a82e

what about veretex, are there normalized texture coords? Think no , becouse I just copied that sentence directly from them documentation. Or its only in new version?


texture coordinates are defined in pixels (they are not normalized (between 0.0 and 1.0f), as people who are used to graphics programming would expect).

http://www.sfml-dev.org/documentation/2.1/classsf_1_1Texture.php#aa6fd3bbe3c334b3c4428edfb2765a82e

what about veretex, are there normalized texture coords? Think no , becouse I just copied that sentence directly from them documentation. Or its only in new version?

What do you mean?

I've constructed a manual mesh in SFML before and the UV coordinates were always normalized. It's how graphics cards work.

And besides, you can just convert between them by dividing/multiplying by the width/height of the image.

"I would try to find halo source code by bungie best fps engine ever created, u see why call of duty loses speed due to its detail." -- GettingNifty

I use SFML 2.1 as my primary C++ windowing library for OpenGL programs, and I quite like it. It requires no boilerplate because it uses RAII, which I really appreciate.

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