Search found 841 matches
- Wed Jul 02, 2025 9:48 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 290
- Views: 103790
Re: Google Play New problem : 64bits
Well done! I’ve been playing my game for quite a while, with all kinds of semi-transparent lasers and explosions, and in many different situations. Not a single crash. giphy.gif I can’t express how happy and relieved I am. That was one hell of a bug hunt... Tomorrow I’ll release the previous version...
- Wed Jul 02, 2025 8:58 pm
- Forum: General discussion
- Topic: Questions about ES2/GL3 shaders
- Replies: 81
- Views: 110397
Re: Questions about ES2/GL3 shaders
I guess the only way around that is to render something small using each shader during application initialisation. All right, I'll add that to my arcade style warming up screen :wink: But for your specific situation you might want to use a glUniform call instead Thanks, that’s perfect. I managed to...
- Wed Jul 02, 2025 7:09 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 290
- Views: 103790
Re: Google Play New problem : 64bits
ZExpressions.pas(2344,23) Error: identifier idents no member "Proc" I believe line 2344 should be: PDummyFunc(Self. Entry. Proc)^(1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1); //Should never execute Now it compiles and runs fine. I’m running the thousand-cubes test: no crash. This seems very promising...
- Wed Jul 02, 2025 3:53 pm
- Forum: General discussion
- Topic: Questions about ES2/GL3 shaders
- Replies: 81
- Views: 110397
Re: Questions about ES2/GL3 shaders
I’m totally into shaders now, so I have a few more questions :lol: 1. How can I obtain a unique number per model in a shader? I tried vec3 modelSeed = position.xyz; but it’s not enough. Can I pass a random number from the currently rendered model to its shader? 2. I’ve noticed sometimes shaders take...
- Tue Jul 01, 2025 10:00 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 290
- Views: 103790
Re: Google Play New problem : 64bits
Building Android 64 lib gives those errors: Building libzgeandroid.so for Android 64 (arm64-v8a)... Free Pascal Compiler version 3.2.2 [2021/05/16] for aarch64 Copyright (c) 1993-2021 by Florian Klaempfl and others Target OS: Android for AArch64 Compiling zgeandroid.pas Compiling jni.pas Assembling ...
- Tue Jul 01, 2025 11:51 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 290
- Views: 103790
Re: Google Play New problem : 64bits
Great find, Ville. I’ve run this several times over a long period on three different devices: <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Caption="Android Bug Finder 6" ScreenMode="0" FileVersion="2" AndroidPackage...
- Sun Jun 29, 2025 4:43 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 290
- Views: 103790
Re: Google Play New problem : 64bits
The glEnable cubes are still randomly crashing even with threads disabled like that:
In TZApplication.Init insert this line
ZClasses.Tasks.Enabled := False;
- Sun Jun 29, 2025 4:07 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 290
- Views: 103790
Re: Google Play New problem : 64bits
Oh, all right.
Yeah, that might not be coming from the GL functions, but my example does have the merit of crashing really quickly on 64-bit
I’m going to recompile the ZGE Android library with threading completely disabled and see if my glEnable cubes still crash.
Yeah, that might not be coming from the GL functions, but my example does have the merit of crashing really quickly on 64-bit

I’m going to recompile the ZGE Android library with threading completely disabled and see if my glEnable cubes still crash.
- Sat Jun 28, 2025 10:45 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 290
- Views: 103790
Re: Google Play New problem : 64bits
So I tried your last test several times, and for quite a while. It’s not crashing at all. Then I tried enabling and disabling GL_BLEND again, just to be sure. It randomly crashes at some point, every time. Weird, but I think we’re onto something :wink: Edit: I tried setting my transparent materials ...
- Sat Jun 28, 2025 6:04 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 290
- Views: 103790
Re: Google Play New problem : 64bits
Sorry, your colored background isn't crashing on Android 64. I tested it for a while. I even added the basic cubes from my first example over it to force compute things... I was thinking, do I really need to use glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); to set 3D objects...
- Sat Jun 28, 2025 12:08 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 290
- Views: 103790
Re: Google Play New problem : 64bits
After writing down what I was doing in my game each time it crashed, I finally made a breakthrough !!! This is running fine: <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Caption="Android Bug Finder 1" ScreenMode="0" FileVersi...
- Wed Jun 25, 2025 8:13 am
- Forum: Bug reports
- Topic: Problem with array definition in script
- Replies: 3
- Views: 165
Re: Problem with array definition in script
Thanks Kjell. Now that I read your response, I feel that I already asked or saw that somewhere in the forum... :lol: So I'll keep my array as is, since "Persistent arrays only supported for numeric data types". Reading the Help file again , it's not clear that only the last line of the exa...
- Tue Jun 24, 2025 4:28 pm
- Forum: Bug reports
- Topic: Problem with array definition in script
- Replies: 3
- Views: 165
Problem with array definition in script
Hi. I'm currently simplifying the exported text from my Sheet to my ZGE project. So I'm trying to declare arrays in script. Instead of doing this: <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Caption="ZGameEditor application" FileVersi...
- Tue Jun 24, 2025 12:27 pm
- Forum: Extensions
- Topic: ZgeSublime
- Replies: 5
- Views: 512
Re: ZgeSublime
Thanks, Kjell. I’d never used those before :lol: So I added them to the list of XML data tags, and also updated the syntax so they appear in gray. I also forgot to import the `re` library, which is needed by my script to fold/unfold tags, as I was editing the file directly on GitHub. (Committing fil...
- Tue Jun 24, 2025 9:42 am
- Forum: Extensions
- Topic: ZgeSublime
- Replies: 5
- Views: 512
Re: ZgeSublime
The syntax coloring is now almost perfect.
I also added a context menu option to fold/unfold all the data imported into the project, so we can focus only on the code.
Right now, it detects the XML tags: BitmapFile, FileEmbedded, Icon, MeshData, and SampleData. Did I catch them all?
I also added a context menu option to fold/unfold all the data imported into the project, so we can focus only on the code.
Right now, it detects the XML tags: BitmapFile, FileEmbedded, Icon, MeshData, and SampleData. Did I catch them all?