Search found 1975 matches

by VilleK
Mon Mar 18, 2019 8:11 am
Forum: Your projects
Topic: OMEGANAUT
Replies: 74
Views: 17184

Re: OMEGANAUT

Very nice screenshots :)
by VilleK
Mon Mar 11, 2019 8:07 am
Forum: General discussion
Topic: Firefox blocks download of latest version
Replies: 2
Views: 76

Re: Firefox blocks download of latest version

Hi, I get that in Firefox here too. Annoying. I ran ZGameEditor.exe on virustotal and it came up clean: https://www.virustotal.com/#/file/113637aa2ce9201ebf0021c2345f79f3723e3d02cc5c7dfe3f96745415b4434e/detection (1/69 can be considered clean) It seems Firefox uses some database for checks from goog...
by VilleK
Tue Mar 05, 2019 2:20 pm
Forum: Releases
Topic: Evaluate expression
Replies: 0
Views: 105

Evaluate expression

Added a new feature: a editbox for evaluate expression. It is located at the bottom right corner, just below the log. This is a useful debugging and productivity tool. You can type any expression that is valid in the currently loaded application. Enter will evaluate expression. Pressing Up and Down ...
by VilleK
Fri Mar 01, 2019 11:16 am
Forum: Your projects
Topic: OMEGANAUT
Replies: 74
Views: 17184

Re: OMEGANAUT

Hi,

The strtoint function in ZGE does not deal with hexvalues so I guess you are seeing some faulty value instead :). It only supports simple integer decimal strings like "42".
by VilleK
Mon Feb 11, 2019 8:04 am
Forum: Your projects
Topic: 蝴蝶 / Inner99
Replies: 117
Views: 27051

Re: GS 64k

Indeed, I also hope you finish this project some day. It has been very interesting to follow!
by VilleK
Mon Jan 28, 2019 2:45 pm
Forum: Feature requests
Topic: Number of models
Replies: 4
Views: 554

Re: Number of models

The "managed" stuff is related to the automatic garbage collection of strings and arrays. If those values rise drastically then there might be a bug, but I've rarely had any use for that information. To get a total count of models from script I guess you can loop the categories you use and call getM...
by VilleK
Fri Jan 25, 2019 1:54 pm
Forum: General discussion
Topic: byte VS int in ZGE
Replies: 3
Views: 368

Re: byte VS int in ZGE

Use int everywhere is general good advice. Only thing to consider if you are creating huge arrays, then using byte if possible will save memory.

Indeed like Kjell points out byte range is not enforced on local variables (only when stored to global variable or array is it truncated to 0..255 range).
by VilleK
Tue Jan 22, 2019 10:27 am
Forum: Your projects
Topic: OMEGANAUT
Replies: 74
Views: 17184

Re: OMEGANAUT

The problems with ZGE on Android is split into new topic here: viewtopic.php?f=9&t=1368
by VilleK
Mon Jan 21, 2019 10:09 am
Forum: Bug reports
Topic: OMEGANAUT on Android ZGE bug hunt (split from main topic)
Replies: 24
Views: 1436

Re: OMEGANAUT

Little side-note, any specific reason why you are toggling the Material.ZBuffer flag using glDepthFunc and glDepthMask ( line 256 of GLDrivers.pas ) instead of glEnable / glDisable? That does look a bit funny, perhaps I predicted the ZBuffer setting would evolve into a list of different depth buffe...
by VilleK
Fri Jan 18, 2019 10:16 am
Forum: Bug reports
Topic: OMEGANAUT on Android ZGE bug hunt (split from main topic)
Replies: 24
Views: 1436

Re: OMEGANAUT

Ok then maybe it is TZApplication.Init method that is called too early on the problematic phone so that the initial value (via TGLDriverBase.InitGL) of GL_DEPTH_TEST is not properly set?
by VilleK
Fri Jan 18, 2019 7:55 am
Forum: Bug reports
Topic: OMEGANAUT on Android ZGE bug hunt (split from main topic)
Replies: 24
Views: 1436

Re: OMEGANAUT

BitmapLoad also leads to a call to GLESPixelsFromTexture so it is still the same issue. I suspect this line in ZOpenGL (line 1715) is not working on this phone: glGetIntegerv(GL_DEPTH_TEST, @A^.Depth); Perhaps also for the cull face setting. You can try always renabling depthtest like this, in fakeP...
by VilleK
Wed Jan 16, 2019 2:17 pm
Forum: Bug reports
Topic: OMEGANAUT on Android ZGE bug hunt (split from main topic)
Replies: 24
Views: 1436

Re: OMEGANAUT

I don't see how it could be a bug in ZGE? The code for save and restore the values in fakePush/Pop looks correct to me.
by VilleK
Tue Jan 15, 2019 7:53 am
Forum: Bug reports
Topic: OMEGANAUT on Android ZGE bug hunt (split from main topic)
Replies: 24
Views: 1436

Re: OMEGANAUT

Kjell wrote:
Mon Jan 14, 2019 8:32 pm
Ah right, the fakePushAttrib / fakePopAttrib procedures .. not sure what's going on then :-(
It could be a driver bug that the glGetIntegerv (used in PushAttrib) doesn't get the correct value for one or more of the flags. Which ends up with wrong values for face culling etc.
by VilleK
Mon Jan 14, 2019 7:46 pm
Forum: Bug reports
Topic: OMEGANAUT on Android ZGE bug hunt (split from main topic)
Replies: 24
Views: 1436

Re: OMEGANAUT

Kjell: Yes I saw that but it saves and restores previous setting (via platform_android push/pop attrib).
by VilleK
Mon Jan 14, 2019 11:48 am
Forum: Bug reports
Topic: OMEGANAUT on Android ZGE bug hunt (split from main topic)
Replies: 24
Views: 1436

Re: OMEGANAUT

I checked the source code for BitmapCombine and I can't see a way that would fail unless the OpenGL driver for the device is buggy. Which, sadly, might be a possibility.