Search found 2172 matches

by VilleK
Tue Jun 08, 2021 9:36 am
Forum: General discussion
Topic: Questions about ES2/GL3 shaders
Replies: 47
Views: 2012

Re: Questions about ES2/GL3 shaders

Thanks. I now also committed a fix for the ANDROID constant.
by VilleK
Tue Jun 08, 2021 8:39 am
Forum: General discussion
Topic: Questions about ES2/GL3 shaders
Replies: 47
Views: 2012

Re: Questions about ES2/GL3 shaders

Did you try building the Android runtime from latest ZGE sources? I forgot to do so in the zip.

I'll check why the android-constant behave strange.
by VilleK
Mon Jun 07, 2021 2:21 pm
Forum: General discussion
Topic: Questions about ES2/GL3 shaders
Replies: 47
Views: 2012

Re: Questions about ES2/GL3 shaders

I committed some changes. The textures in this thread should now look the same on all platforms. New build here: http://www.zgameeditor.org/files/ZGameEditor_beta.zip
by VilleK
Sun Jun 06, 2021 6:17 pm
Forum: General discussion
Topic: Questions about ES2/GL3 shaders
Replies: 47
Views: 2012

Re: Questions about ES2/GL3 shaders

rrTea wrote:
Sun Jun 06, 2021 1:26 pm
Another component that causes same effects as BitmapRect is BitmapZoomRotate. It was reported ages ago, don't remember in which context.
Indeed. I should do as Kjell suggested and rewrite them for the CPU instead of GPU.
by VilleK
Sat Jun 05, 2021 8:59 am
Forum: General discussion
Topic: New feature: Classes in scripting
Replies: 12
Views: 1211

Re: New feature: Classes in scripting

The gl-component is from using right click add from library option in project tree. I guess it is not up to date. But if Android is true how can it work at all? I think there was something not working with global arrays yet, so atm you have to declare it in a class and use that: class TMyGlobals { s...
by VilleK
Sat Jun 05, 2021 8:52 am
Forum: General discussion
Topic: Questions about ES2/GL3 shaders
Replies: 47
Views: 2012

Re: Questions about ES2/GL3 shaders

I won't have time to investigate this weekend but I'll look at it next week. Please post any more clues if you find any.
by VilleK
Fri Jun 04, 2021 2:21 pm
Forum: General discussion
Topic: Questions about ES2/GL3 shaders
Replies: 47
Views: 2012

Re: Questions about ES2/GL3 shaders

The RectBitmap seems to have a initialization problem somehow.

Adding this in OnLoaded seems to help:

<RefreshContent Component="RectBitmap"/>
by VilleK
Fri Jun 04, 2021 2:19 pm
Forum: General discussion
Topic: Questions about ES2/GL3 shaders
Replies: 47
Views: 2012

Re: Questions about ES2/GL3 shaders

For the CellBitmap, my best guess so far is that since it is based on a random function, then this random function is implemented differently in Freepascal and in Delphi. So the colors end up different between runtime engine (built with Freepascal) and the designer.
by VilleK
Fri Jun 04, 2021 1:19 pm
Forum: General discussion
Topic: Questions about ES2/GL3 shaders
Replies: 47
Views: 2012

Re: Questions about ES2/GL3 shaders

I don't notice any problem here. Can you please post a simple as possible zgeproj that demonstrates differences in bitmaps between 64 and 32-bit ZGE?
by VilleK
Fri Jun 04, 2021 1:02 pm
Forum: General discussion
Topic: Questions about ES2/GL3 shaders
Replies: 47
Views: 2012

Re: Questions about ES2/GL3 shaders

BitmapCells appears blueish on computer and android BitmapNoise doesn't show up on android BitmapPixels crashes on android If this is on 64-bit Android then I wonder if there could be some 64-bit specific bug. Can you please try the 64-bit ZGE build that I posted in the "classes" thread and check i...
by VilleK
Thu Jun 03, 2021 6:56 pm
Forum: General discussion
Topic: Questions about ES2/GL3 shaders
Replies: 47
Views: 2012

Re: Questions about ES2/GL3 shaders

No idea what's causing that .. maybe Ville can chime in? Never seen anything like that. It is almost like the OpenGL driver itself chooses to display a test-mode texture instead of everything appearing black which is what usually happens when something goes wrong. I follow this thread but so far I ...
by VilleK
Thu Jun 03, 2021 3:28 pm
Forum: General discussion
Topic: New feature: Classes in scripting
Replies: 12
Views: 1211

Re: New feature: Classes in scripting

Here is a ZGE port of Chuckie Egg, based on this: https://github.com/pbrook/Chuckie-Egg The "struct" definitions in the C code could be converted to classes in ZGE. Chuckie Egg is a classic 8-bit game: https://en.wikipedia.org/wiki/Chuckie_Egg It is a bit like Donkey Kong with ducks :) Use QAOP and ...
by VilleK
Wed Jun 02, 2021 5:01 pm
Forum: General discussion
Topic: New feature: Classes in scripting
Replies: 12
Views: 1211

Re: New feature: Classes in scripting

Another useful feature: ZGE now shows a callstack of the script if an script error occurs. Consider a project with a function f() that calls another function g() that calls h() which leads to an runtime error. Previously you would only get an error in the log window without any clue where the error ...
by VilleK
Tue Jun 01, 2021 11:21 am
Forum: General discussion
Topic: New feature: Classes in scripting
Replies: 12
Views: 1211

Re: New feature: Classes in scripting

Ats wrote:
Tue Jun 01, 2021 9:54 am
But this version of ZGE doesn't seem to load external dll and just displays "ZgeBullet" at start.
This is most likely because this is a 64-bit build. Do you have a 64-bit ZgeBullet DLL to try with?

I would prefer to have the 64-bit version as the primary ZGE build from now on if possible.
by VilleK
Sun May 30, 2021 12:46 pm
Forum: General discussion
Topic: New feature: Classes in scripting
Replies: 12
Views: 1211

Re: New feature: Classes in scripting

Another useful syntax enhancement in this build is the ability to initialize an array directly on declaration:

Code: Select all

byte[] data = {1,2,3,4};  // declare and initialize an array with 4 items and the values 1,2,3,4
Only works with one-dimensional arrays so far.