Removed warnings when compiling CSFML in release mode
Changed samples images Added an effect to the post-fx sample git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1008 4e206d99-4929-0410-ac5d-dfc041789085
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771d9d7939
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15 changed files with 133 additions and 64 deletions
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@ -26,7 +26,7 @@ int main()
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// Load an OpenGL texture.
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// We could directly use a sf::Image as an OpenGL texture (with its Bind() member function),
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// but here we want more control on it (generate mipmaps, ...) so we create a new one
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// but here we want more control on it (generate mipmaps, ...) so we create a new one from the image pixels
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GLuint Texture = 0;
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{
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sf::Image Image;
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@ -83,53 +83,58 @@ int main()
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// Clear depth buffer
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glClear(GL_DEPTH_BUFFER_BIT);
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// We get the position of the mouse cursor, so that we can move the box accordingly
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float CursorX = App.GetInput().GetMouseX() * 200.f / App.GetWidth() - 100.f;
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float CursorY = -App.GetInput().GetMouseY() * 200.f / App.GetHeight() + 100.f;
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// Apply some transformations
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0.f, 0.f, -200.f);
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glTranslatef(CursorX, CursorY, -100.f);
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glRotatef(Clock.GetElapsedTime() * 50, 1.f, 0.f, 0.f);
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glRotatef(Clock.GetElapsedTime() * 30, 0.f, 1.f, 0.f);
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glRotatef(Clock.GetElapsedTime() * 90, 0.f, 0.f, 1.f);
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// Draw a cube
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float Size = 20.f;
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0); glVertex3f(-50.f, -50.f, -50.f);
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glTexCoord2f(0, 1); glVertex3f(-50.f, 50.f, -50.f);
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glTexCoord2f(1, 1); glVertex3f( 50.f, 50.f, -50.f);
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glTexCoord2f(1, 0); glVertex3f( 50.f, -50.f, -50.f);
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glTexCoord2f(0, 0); glVertex3f(-Size, -Size, -Size);
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glTexCoord2f(0, 1); glVertex3f(-Size, Size, -Size);
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glTexCoord2f(1, 1); glVertex3f( Size, Size, -Size);
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glTexCoord2f(1, 0); glVertex3f( Size, -Size, -Size);
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glTexCoord2f(0, 0); glVertex3f(-50.f, -50.f, 50.f);
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glTexCoord2f(0, 1); glVertex3f(-50.f, 50.f, 50.f);
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glTexCoord2f(1, 1); glVertex3f( 50.f, 50.f, 50.f);
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glTexCoord2f(1, 0); glVertex3f( 50.f, -50.f, 50.f);
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glTexCoord2f(0, 0); glVertex3f(-Size, -Size, Size);
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glTexCoord2f(0, 1); glVertex3f(-Size, Size, Size);
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glTexCoord2f(1, 1); glVertex3f( Size, Size, Size);
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glTexCoord2f(1, 0); glVertex3f( Size, -Size, Size);
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glTexCoord2f(0, 0); glVertex3f(-50.f, -50.f, -50.f);
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glTexCoord2f(0, 1); glVertex3f(-50.f, 50.f, -50.f);
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glTexCoord2f(1, 1); glVertex3f(-50.f, 50.f, 50.f);
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glTexCoord2f(1, 0); glVertex3f(-50.f, -50.f, 50.f);
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glTexCoord2f(0, 0); glVertex3f(-Size, -Size, -Size);
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glTexCoord2f(0, 1); glVertex3f(-Size, Size, -Size);
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glTexCoord2f(1, 1); glVertex3f(-Size, Size, Size);
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glTexCoord2f(1, 0); glVertex3f(-Size, -Size, Size);
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glTexCoord2f(0, 0); glVertex3f(50.f, -50.f, -50.f);
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glTexCoord2f(0, 1); glVertex3f(50.f, 50.f, -50.f);
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glTexCoord2f(1, 1); glVertex3f(50.f, 50.f, 50.f);
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glTexCoord2f(1, 0); glVertex3f(50.f, -50.f, 50.f);
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glTexCoord2f(0, 0); glVertex3f(Size, -Size, -Size);
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glTexCoord2f(0, 1); glVertex3f(Size, Size, -Size);
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glTexCoord2f(1, 1); glVertex3f(Size, Size, Size);
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glTexCoord2f(1, 0); glVertex3f(Size, -Size, Size);
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glTexCoord2f(0, 1); glVertex3f(-50.f, -50.f, 50.f);
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glTexCoord2f(0, 0); glVertex3f(-50.f, -50.f, -50.f);
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glTexCoord2f(1, 0); glVertex3f( 50.f, -50.f, -50.f);
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glTexCoord2f(1, 1); glVertex3f( 50.f, -50.f, 50.f);
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glTexCoord2f(0, 1); glVertex3f(-Size, -Size, Size);
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glTexCoord2f(0, 0); glVertex3f(-Size, -Size, -Size);
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glTexCoord2f(1, 0); glVertex3f( Size, -Size, -Size);
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glTexCoord2f(1, 1); glVertex3f( Size, -Size, Size);
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glTexCoord2f(0, 1); glVertex3f(-50.f, 50.f, 50.f);
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glTexCoord2f(0, 0); glVertex3f(-50.f, 50.f, -50.f);
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glTexCoord2f(1, 0); glVertex3f( 50.f, 50.f, -50.f);
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glTexCoord2f(1, 1); glVertex3f( 50.f, 50.f, 50.f);
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glTexCoord2f(0, 1); glVertex3f(-Size, Size, Size);
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glTexCoord2f(0, 0); glVertex3f(-Size, Size, -Size);
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glTexCoord2f(1, 0); glVertex3f( Size, Size, -Size);
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glTexCoord2f(1, 1); glVertex3f( Size, Size, Size);
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glEnd();
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// Draw some text on top of our OpenGL object
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sf::String Text("This is a rotating cube");
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Text.SetPosition(250.f, 300.f);
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Text.SetColor(sf::Color(128, 0, 128));
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sf::String Text("SFML / OpenGL demo");
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Text.SetPosition(250.f, 450.f);
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Text.SetColor(sf::Color(255, 255, 255, 170));
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App.Draw(Text);
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// Finally, display the rendered frame on screen
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