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
This commit is contained in:
laurentgom 2009-02-06 13:54:39 +00:00
parent 771d9d7939
commit 88d48a0f71
15 changed files with 133 additions and 64 deletions

View file

@ -26,7 +26,7 @@ int main()
// Load an OpenGL texture.
// We could directly use a sf::Image as an OpenGL texture (with its Bind() member function),
// but here we want more control on it (generate mipmaps, ...) so we create a new one
// but here we want more control on it (generate mipmaps, ...) so we create a new one from the image pixels
GLuint Texture = 0;
{
sf::Image Image;
@ -83,53 +83,58 @@ int main()
// Clear depth buffer
glClear(GL_DEPTH_BUFFER_BIT);
// We get the position of the mouse cursor, so that we can move the box accordingly
float CursorX = App.GetInput().GetMouseX() * 200.f / App.GetWidth() - 100.f;
float CursorY = -App.GetInput().GetMouseY() * 200.f / App.GetHeight() + 100.f;
// Apply some transformations
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.f, 0.f, -200.f);
glTranslatef(CursorX, CursorY, -100.f);
glRotatef(Clock.GetElapsedTime() * 50, 1.f, 0.f, 0.f);
glRotatef(Clock.GetElapsedTime() * 30, 0.f, 1.f, 0.f);
glRotatef(Clock.GetElapsedTime() * 90, 0.f, 0.f, 1.f);
// Draw a cube
float Size = 20.f;
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3f(-50.f, -50.f, -50.f);
glTexCoord2f(0, 1); glVertex3f(-50.f, 50.f, -50.f);
glTexCoord2f(1, 1); glVertex3f( 50.f, 50.f, -50.f);
glTexCoord2f(1, 0); glVertex3f( 50.f, -50.f, -50.f);
glTexCoord2f(0, 0); glVertex3f(-Size, -Size, -Size);
glTexCoord2f(0, 1); glVertex3f(-Size, Size, -Size);
glTexCoord2f(1, 1); glVertex3f( Size, Size, -Size);
glTexCoord2f(1, 0); glVertex3f( Size, -Size, -Size);
glTexCoord2f(0, 0); glVertex3f(-50.f, -50.f, 50.f);
glTexCoord2f(0, 1); glVertex3f(-50.f, 50.f, 50.f);
glTexCoord2f(1, 1); glVertex3f( 50.f, 50.f, 50.f);
glTexCoord2f(1, 0); glVertex3f( 50.f, -50.f, 50.f);
glTexCoord2f(0, 0); glVertex3f(-Size, -Size, Size);
glTexCoord2f(0, 1); glVertex3f(-Size, Size, Size);
glTexCoord2f(1, 1); glVertex3f( Size, Size, Size);
glTexCoord2f(1, 0); glVertex3f( Size, -Size, Size);
glTexCoord2f(0, 0); glVertex3f(-50.f, -50.f, -50.f);
glTexCoord2f(0, 1); glVertex3f(-50.f, 50.f, -50.f);
glTexCoord2f(1, 1); glVertex3f(-50.f, 50.f, 50.f);
glTexCoord2f(1, 0); glVertex3f(-50.f, -50.f, 50.f);
glTexCoord2f(0, 0); glVertex3f(-Size, -Size, -Size);
glTexCoord2f(0, 1); glVertex3f(-Size, Size, -Size);
glTexCoord2f(1, 1); glVertex3f(-Size, Size, Size);
glTexCoord2f(1, 0); glVertex3f(-Size, -Size, Size);
glTexCoord2f(0, 0); glVertex3f(50.f, -50.f, -50.f);
glTexCoord2f(0, 1); glVertex3f(50.f, 50.f, -50.f);
glTexCoord2f(1, 1); glVertex3f(50.f, 50.f, 50.f);
glTexCoord2f(1, 0); glVertex3f(50.f, -50.f, 50.f);
glTexCoord2f(0, 0); glVertex3f(Size, -Size, -Size);
glTexCoord2f(0, 1); glVertex3f(Size, Size, -Size);
glTexCoord2f(1, 1); glVertex3f(Size, Size, Size);
glTexCoord2f(1, 0); glVertex3f(Size, -Size, Size);
glTexCoord2f(0, 1); glVertex3f(-50.f, -50.f, 50.f);
glTexCoord2f(0, 0); glVertex3f(-50.f, -50.f, -50.f);
glTexCoord2f(1, 0); glVertex3f( 50.f, -50.f, -50.f);
glTexCoord2f(1, 1); glVertex3f( 50.f, -50.f, 50.f);
glTexCoord2f(0, 1); glVertex3f(-Size, -Size, Size);
glTexCoord2f(0, 0); glVertex3f(-Size, -Size, -Size);
glTexCoord2f(1, 0); glVertex3f( Size, -Size, -Size);
glTexCoord2f(1, 1); glVertex3f( Size, -Size, Size);
glTexCoord2f(0, 1); glVertex3f(-50.f, 50.f, 50.f);
glTexCoord2f(0, 0); glVertex3f(-50.f, 50.f, -50.f);
glTexCoord2f(1, 0); glVertex3f( 50.f, 50.f, -50.f);
glTexCoord2f(1, 1); glVertex3f( 50.f, 50.f, 50.f);
glTexCoord2f(0, 1); glVertex3f(-Size, Size, Size);
glTexCoord2f(0, 0); glVertex3f(-Size, Size, -Size);
glTexCoord2f(1, 0); glVertex3f( Size, Size, -Size);
glTexCoord2f(1, 1); glVertex3f( Size, Size, Size);
glEnd();
// Draw some text on top of our OpenGL object
sf::String Text("This is a rotating cube");
Text.SetPosition(250.f, 300.f);
Text.SetColor(sf::Color(128, 0, 128));
sf::String Text("SFML / OpenGL demo");
Text.SetPosition(250.f, 450.f);
Text.SetColor(sf::Color(255, 255, 255, 170));
App.Draw(Text);
// Finally, display the rendered frame on screen