PM?
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PM?
Did someone just send a PM to me? My inmail-box was full so I did not receive it, I just got the notify email. I've emptied the mailbox now so please send again, thanks.
Hej Ville,
Yea that was me, I was having some memory related issues with my Quad-based conversion of ZGE ( opposed to Triangle-based ), but actually managed to solve it myself already
Good to know that there's space in your mailbox again though
Regards,
Kjell
Yea that was me, I was having some memory related issues with my Quad-based conversion of ZGE ( opposed to Triangle-based ), but actually managed to solve it myself already

Good to know that there's space in your mailbox again though

Regards,
Kjell
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Nice work Kjell!
You know me, I always need to ask the boring question: when is this feature useful?
Just so that we can measure the increased code size/complexity against the features usefulness and decide whether it is worth including in the main build.
And about the other changes you've made please send me the sources or diff-files and maybe I can look into it next week, time/health allowing.
You know me, I always need to ask the boring question: when is this feature useful?

Just so that we can measure the increased code size/complexity against the features usefulness and decide whether it is worth including in the main build.
And about the other changes you've made please send me the sources or diff-files and maybe I can look into it next week, time/health allowing.
Hej Ville,
This is not meant for the public build ( hence a PM ). It could have, if the mesh renderer would have been a little less hard coded to work solely with GL_TRIANGLES. So for my needs ( one specific project ) it was most convenient to just convert the whole renderer / mesh generation procedures into quads.
I'll send you the snippets of the small changes I've made since the 1.9.1 release shortly. Also, the Joystick components are coming along nicely ( Input is working, Feedback semi- ) although I haven't been able to test it cross-platform yet ( Mac / Linux ).
K
This is not meant for the public build ( hence a PM ). It could have, if the mesh renderer would have been a little less hard coded to work solely with GL_TRIANGLES. So for my needs ( one specific project ) it was most convenient to just convert the whole renderer / mesh generation procedures into quads.
I'll send you the snippets of the small changes I've made since the 1.9.1 release shortly. Also, the Joystick components are coming along nicely ( Input is working, Feedback semi- ) although I haven't been able to test it cross-platform yet ( Mac / Linux ).
K