Search found 1971 matches

by VilleK
Mon Feb 11, 2019 8:04 am
Forum: Your projects
Topic: GS 64k
Replies: 116
Views: 25346

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: 252

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: 186

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: 62
Views: 15850

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: 624

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: 624

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: 624

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: 624

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: 624

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: 624

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: 624

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.
by VilleK
Mon Jan 07, 2019 12:11 pm
Forum: General discussion
Topic: ZGameEditor & Android Setting
Replies: 85
Views: 10872

Re: ZGameEditor & Android Setting

Please note that the lib file itself has no dependency to a specific API-level, as far as I know. So you should be able to use the same .so file in a API 16 apk. Indeed if there is no floating point option set enabled (which is what CfVFPv2 does) then performance will suffer. So you might need to re...
by VilleK
Mon Jan 07, 2019 9:26 am
Forum: General discussion
Topic: ZGameEditor & Android Setting
Replies: 85
Views: 10872

Re: ZGameEditor & Android Setting

Thanks for the update, I was wondering about your progress on this. When exported to API 16, the game runs at a constant 60 fps. But when it is exported to API 26, I get huge drops from time to time (15 fps). Do you mean this happens when using the same libzgeandroid.so for API 16 and 26? So it cann...
by VilleK
Sat Jan 05, 2019 1:51 pm
Forum: Your projects
Topic: 彩虹子彈
Replies: 10
Views: 406

Re: 水果子彈

Works fine and smooth here. Nice difficulty curve. I like vertical scrolling shoot'em ups :)
by VilleK
Fri Dec 28, 2018 8:55 am
Forum: Your projects
Topic: GK 64k
Replies: 2
Views: 192

Re: GK 64k

Thanks. It is still quite difficult but fun. I think you should promote these mini-games of yours some more, they deserve a larger audience than the few of us here at ZGE forums :)