Search found 16 matches

by jazz
Fri Jun 07, 2013 7:20 pm
Forum: ZGE Source Code
Topic: Porting ZGE's Editor
Replies: 4
Views: 20604

Re: Porting ZGE's Editor

Hi jazz,In theory, yes :) wow, nice. Lazarus seems like the most obvious choice .. i don't have much ( non-OpenGL / Direct3D ) GUI experience either though. Yeah, that's another reason I want to participate in such a project, improve skill set. Lazarus, does seem like the obvious choice, didn't men...
by jazz
Fri Jun 07, 2013 6:37 pm
Forum: ZGE Source Code
Topic: Porting ZGE's Editor
Replies: 4
Views: 20604

Porting ZGE's Editor

Hi, I would like to contribute to ZGE by making a cross-platform GUI for ZGE. I was wondering if any other users were interested in attempting to port ZGE's editor to a cross-platform solution? I'm currently considering the language and GUI toolkit to be used. If anyone with GUI experience have sugg...
by jazz
Thu May 30, 2013 2:56 pm
Forum: General discussion
Topic: Render Targets with Opengl ES 2.0
Replies: 4
Views: 6810

Yep. Worked like a charm.

Thanks for the quick reply Kjell.
by jazz
Thu May 30, 2013 2:33 pm
Forum: General discussion
Topic: Render Targets with Opengl ES 2.0
Replies: 4
Views: 6810

I was following the RenderTexture example.

Seem like I should sample my render target texture in the fragment shader for the final image. But not sure how to send the image to the shader.
by jazz
Wed May 29, 2013 6:48 pm
Forum: General discussion
Topic: Render Targets with Opengl ES 2.0
Replies: 4
Views: 6810

Render Targets with Opengl ES 2.0

Does Opengl ES 2.0 support using the Render Target Component?

Can't seem to get it working.
by jazz
Wed Mar 27, 2013 5:49 pm
Forum: Feature requests
Topic: OpenGL API Support
Replies: 4
Views: 7184

Most handles can be retrieved using the glGet function though .. for example by using a UseMaterial component, and then "grabbing" the bound texture id's ( ugly solution, i know ). Alternatively you can always not use any components at all and do everything in OpenGL Ah, wasn't familiar w...
by jazz
Wed Mar 27, 2013 5:26 pm
Forum: Releases
Topic: Beta release 3.1b
Replies: 295
Views: 373741

Update: - ShaderVariable.ArrayKind - new property. Default is Texture1D (like before) but you can also select Mat4 to map to a glsl mat4 type. - Shader.Handle - new property. This is the GL handle of the shader. Use this when you want to make direct OpenGL calls. New/renamed glsl-variables : unifor...
by jazz
Wed Mar 27, 2013 5:20 pm
Forum: Feature requests
Topic: OpenGL API Support
Replies: 4
Views: 7184

Hey Kjell, Oh, is it all already possible to use most of ZGE components with the OpenGL API. Maybe I just couldn't figure it out. This is kinda a expansion of my previous thread. I mean like since the shader handles aren't accessible, then all the glUniform and functions associated with it seems not...
by jazz
Wed Mar 27, 2013 4:39 am
Forum: Feature requests
Topic: OpenGL API Support
Replies: 4
Views: 7184

OpenGL API Support

I think being able to call OpenGL 4.0 and OpenGL ES 2.0 functions in ZGE is a really powerful feature. However, though most of the API is exposed, it seems very little of it can be really used with ZGE. I think there should be access to all graphics objects' handles (shaders, textures, framebuffers,...
by jazz
Tue Mar 26, 2013 11:59 pm
Forum: General discussion
Topic: GLES 2.0 Shader Uniforms
Replies: 12
Views: 12288

Hey Kjell, Oh, I think see what you're asking me, how would I send the model, view, and projection? I was actually talking about just sending an arbitrary matrix that I filled with data. I'm still new to zge. But since you mention it, could one calculate these matrices in expressions onUpdate()? All...
by jazz
Tue Mar 26, 2013 11:34 pm
Forum: General discussion
Topic: GLES 2.0 Shader Uniforms
Replies: 12
Views: 12288

If you just want to pass some arbitrary vectors you might as well use the ValueArrayRef property of the ShaderVariable component. This allows you to push a array worth of floats as a sampler2D to a shader. This seems kinda ugly though, lol. I would have to write specific glsl code for zge. Also, wo...
by jazz
Tue Mar 26, 2013 11:01 pm
Forum: General discussion
Topic: GLES 2.0 Shader Uniforms
Replies: 12
Views: 12288

There are a couple of resources available on compiling for iOS using FreePascal. I basically wrote a ultra-minimal wrapper ( ES 1.1 based .. without any platform specific features ) in Xcode just as a proof of concept. Great! Will check it out. Looks fun. :D I'd stick to the fixed-function design a...
by jazz
Tue Mar 26, 2013 3:39 pm
Forum: General discussion
Topic: GLES 2.0 Shader Uniforms
Replies: 12
Views: 12288

Hey Guys, The ES2.0 support is brand new so we can add anything you want as long as you can make a good explanation of why it is needed :) Yeah, the Android and ES2.0 support is what really attracted me to zge! Great work! Can't wait for ios support! (Maybe Kjell can show us how he ported for the ti...
by jazz
Tue Mar 26, 2013 9:00 am
Forum: General discussion
Topic: GLES 2.0 Shader Uniforms
Replies: 12
Views: 12288

GLES 2.0 Shader Uniforms

I notice in the ES 2.0 example, uniform mat4 mvp is predefined. Is there way to receive model, view, and projection separately? Thought about doing it separately, however, ShaderVariable seems to only support one value. If not, I guess I could just call gl functions myself. Is there a way to get the...
by jazz
Sun Mar 24, 2013 10:09 am
Forum: General discussion
Topic: Calling gl ES 2.0 functions.
Replies: 2
Views: 4826

Thanks VilleK.

Exactly what I was looking for. In regards to GL ES 2.0 calls, I took a look at opengl.txt, yep they're there.(doh)

Excellent tool btw.

-jazz