Search found 846 matches

by Ats
Thu Jul 10, 2025 11:51 pm
Forum: General discussion
Topic: Questions about ES2/GL3 shaders
Replies: 83
Views: 111223

Re: Questions about ES2/GL3 shaders

So I wrote a shader that jitter the vertices, so several copies of a single model looks different. On PC, the models are jittered, and they all look different. But on android, the models are jittered, but they all look the same... In order to see that better, I applied a color based on the model per...
by Ats
Tue Jul 08, 2025 2:57 pm
Forum: Feature requests
Topic: Edit XML with an external editor
Replies: 16
Views: 70836

Re: Edit XML with an external editor

Oh yeah, now I remember wasting hours with mscdex.exe and command-line just to get the CD-ROM working so I could reinstall Windows 95 :lol:
by Ats
Tue Jul 08, 2025 2:43 pm
Forum: Extensions
Topic: ZgeSublime
Replies: 6
Views: 791

Re: ZgeSublime

I added a context menu option to open the current project in ZGameEditor. You can also press Ctrl+E to do the same. This is really handy — for example, you can add new elements to your project in ZGameEditor, like a new 3DS model. Then, just save your project and close ZGameEditor. When you return t...
by Ats
Tue Jul 08, 2025 1:29 pm
Forum: Feature requests
Topic: Edit XML with an external editor
Replies: 16
Views: 70836

Re: Edit XML with an external editor

Hello. I'm back with a little request for the next feature of ZgeSublime :wink: Could you add "/o" to open a zgeproj file directly from command line, the same as you did for building with /b ? I can't compile the ZDesiner... Edit: My bad, I just realized how to open a zgeproj from command ...
by Ats
Thu Jul 03, 2025 5:16 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 291
Views: 107323

Re: Google Play New problem : 64bits

So it is now very optimized. I like that :wink:
By the way, here are the Android 32 and 64-bit libraries:
by Ats
Wed Jul 02, 2025 9:48 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 291
Views: 107323

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...
by Ats
Wed Jul 02, 2025 8:58 pm
Forum: General discussion
Topic: Questions about ES2/GL3 shaders
Replies: 83
Views: 111223

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...
by Ats
Wed Jul 02, 2025 7:09 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 291
Views: 107323

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...
by Ats
Wed Jul 02, 2025 3:53 pm
Forum: General discussion
Topic: Questions about ES2/GL3 shaders
Replies: 83
Views: 111223

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...
by Ats
Tue Jul 01, 2025 10:00 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 291
Views: 107323

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 ...
by Ats
Tue Jul 01, 2025 11:51 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 291
Views: 107323

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...
by Ats
Sun Jun 29, 2025 4:43 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 291
Views: 107323

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;
by Ats
Sun Jun 29, 2025 4:07 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 291
Views: 107323

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 :lol:
I’m going to recompile the ZGE Android library with threading completely disabled and see if my glEnable cubes still crash.
by Ats
Sat Jun 28, 2025 10:45 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 291
Views: 107323

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 ...
by Ats
Sat Jun 28, 2025 6:04 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 291
Views: 107323

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...