Search found 849 matches
- Fri Jul 11, 2025 5:00 pm
- Forum: General discussion
- Topic: Questions about ES2/GL3 shaders
- Replies: 88
- Views: 111503
Re: Questions about ES2/GL3 shaders
It's weird that it returns 0, it should be -1 when something is wrong. I know, right? Using this in App.OnLoaded isn't working either on Android: @UseMaterial(Material: DemoMaterial); @RenderMesh(Mesh: DemoMesh); DemoLocations[0] = glGetUniformLocation(DemoShader.Handle, "x"); DemoLocatio...
- Fri Jul 11, 2025 3:26 pm
- Forum: General discussion
- Topic: Questions about ES2/GL3 shaders
- Replies: 88
- Views: 111503
Re: Questions about ES2/GL3 shaders
switch the example to ES2/GL3, the shaders need to be re-written That is exactly what I did :lol: I added text to your example to see what's going on, and another shader that isn't using values x and y. On PC, the glGetUniformLocation values are 1 and 2. Screenshot 2025-07-11 172308.png On Android,...
- Fri Jul 11, 2025 10:48 am
- Forum: General discussion
- Topic: Questions about ES2/GL3 shaders
- Replies: 88
- Views: 111503
Re: Questions about ES2/GL3 shaders
Thanks Kjell. Did you use ES2/GL3 for both the PC and Android version? My game is ES2/GL3 only, and it's one project for all the targets, so yes :wink: here's an example using glGetUniformLocation I was indeed using it wrong. But the result is the same with your example: it crashes hard on Android. ...
- Thu Jul 10, 2025 11:51 pm
- Forum: General discussion
- Topic: Questions about ES2/GL3 shaders
- Replies: 88
- Views: 111503
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...
- Tue Jul 08, 2025 2:57 pm
- Forum: Feature requests
- Topic: Edit XML with an external editor
- Replies: 16
- Views: 70915
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 

- Tue Jul 08, 2025 2:43 pm
- Forum: Extensions
- Topic: ZgeSublime
- Replies: 6
- Views: 851
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...
- Tue Jul 08, 2025 1:29 pm
- Forum: Feature requests
- Topic: Edit XML with an external editor
- Replies: 16
- Views: 70915
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 ...
- Thu Jul 03, 2025 5:16 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 291
- Views: 107984
Re: Google Play New problem : 64bits
So it is now very optimized. I like that
By the way, here are the Android 32 and 64-bit libraries:

By the way, here are the Android 32 and 64-bit libraries:
- Wed Jul 02, 2025 9:48 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 291
- Views: 107984
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: 88
- Views: 111503
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: 291
- Views: 107984
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: 88
- Views: 111503
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: 291
- Views: 107984
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: 291
- Views: 107984
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: 291
- Views: 107984
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;