Search found 1755 matches

by Kjell
Wed May 05, 2021 4:07 pm
Forum: Bug reports
Topic: One in two BitmapFont lose transparency on Android
Replies: 14
Views: 123

Re: One in two BitmapFont lose transparency on Android

Hi guys, Here's the result on the old Galaxy SII (2011) That looks correct :) I just tested on 2 Android devices myself and had similar results; it worked properly on one of them and i had the same issue as Ats on the other. @Ville - Maybe it would be easiest to ditch the glGet calls in fakePushAttr...
by Kjell
Wed May 05, 2021 10:57 am
Forum: Bug reports
Topic: One in two BitmapFont lose transparency on Android
Replies: 14
Views: 123

Re: One in two BitmapFont lose transparency on Android

:| Alright, seems like glGet(GL_BLEND) simply returns the opposite of what the current blend state actually is. So it returns FALSE when blending is enabled and TRUE when blending is disabled. This could be a Android OpenGL driver issue rather than a ZGE issue ( not 100% sure though ). I'll try to t...
by Kjell
Wed May 05, 2021 10:41 am
Forum: Bug reports
Topic: One in two BitmapFont lose transparency on Android
Replies: 14
Views: 123

Re: One in two BitmapFont lose transparency on Android

:| Dang-it, didn't know / forgot(?) that Transparency=BlackColor results in white pixels ( instead of black ) on Android. White-on-white text is a little hard to read you know .. please try the same project with a silver Dina font instead of white: <?xml version="1.0" encoding="iso-8859-1" ?> <ZAppl...
by Kjell
Wed May 05, 2021 10:28 am
Forum: Bug reports
Topic: One in two BitmapFont lose transparency on Android
Replies: 14
Views: 123

Re: One in two BitmapFont lose transparency on Android

Hi Ats, Can you try this project on your Android device? <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Caption="ZGameEditor application" ClearColor="0 0.502 1 1" FileVersion="2"> <OnLoaded> <ZExternalLibrary ModuleName="opengl32"> <BeforeInitExp> <![CDATA[// if(ANDROID) { Mod...
by Kjell
Tue May 04, 2021 12:01 pm
Forum: Your projects
Topic: OMEGANAUT
Replies: 92
Views: 62569

Re: OMEGANAUT

:idea: Just to clear this up: ┌─────────────┬──────────────┬───────────┬───────────────────┬────────────────┐ │ │PC(Compatible)│PC(ES2/GL3)│Android(Compatible)│Android(ES2/GL3)│ ├─────────────┼──────────────┼───────────┼───────────────────┼────────────────┤ │Legacy Shader│OK │OK │ERROR │ERROR │ ├───...
by Kjell
Tue May 04, 2021 11:30 am
Forum: Your projects
Topic: OMEGANAUT
Replies: 92
Views: 62569

Re: OMEGANAUT

Hi Ats, I did that and it's still the same. Switching to ES2/GL3 seems to be not simple and with random results... I'm not sure if I want to do that. Sorry, my mistake. When you switch to ES2/GL3 on PC you can still use "legacy" features ( such as gl_Vertex ) due to backwards compatibility* There's ...
by Kjell
Tue May 04, 2021 9:14 am
Forum: Your projects
Topic: OMEGANAUT
Replies: 92
Views: 62569

Re: OMEGANAUT

Hi Ats, "precision mediump float;" has to be deactivated otherwise it crashes. Weird .. the "precision" statements should just be ignored unless you're running on ES or Vulkan. Quoted from the GLSL spec ( 1.3 and up ): "Precision qualifiers are added for code portability with OpenGL ES, not for func...
by Kjell
Mon May 03, 2021 11:05 pm
Forum: Your projects
Topic: OMEGANAUT
Replies: 92
Views: 62569

Re: OMEGANAUT

Hi Ats, And you where right. The drivers are tripping. Or maybe it's another problem with linux. Are you running ZGameEditor in Wine or did you build a Linux standalone? And did you get the same results when trying ShaderDemo.zgeproj on Windows ( in case you tried that as well )? Also, what shader v...
by Kjell
Mon May 03, 2021 7:18 pm
Forum: Your projects
Topic: OMEGANAUT
Replies: 92
Views: 62569

Re: OMEGANAUT

:| With #version 140 I get new errors Weird, looks like there's some text-encoding issue going on ( at least with the errors ). Anyway, can you try removing the precision statements? It probably won't work on Android then, but perhaps that will make it work on Windows. On the other hand, ShaderDemo....
by Kjell
Mon May 03, 2021 7:05 pm
Forum: Your projects
Topic: OMEGANAUT
Replies: 92
Views: 62569

Re: OMEGANAUT

Hmm,
Ats wrote:
Mon May 03, 2021 6:53 pm
Yes. I'm currently viewing the GLES2Demo and ES2/GL3 is activated.
Try adding "#version 140" at the top of each vertex & fragment shader source in that example. Shader compilers have become a lot more strict over the past years ( if you're using recent GPU drivers ).

K
by Kjell
Mon May 03, 2021 6:48 pm
Forum: Your projects
Topic: OMEGANAUT
Replies: 92
Views: 62569

Re: OMEGANAUT

Hi Ats,

Are you using App.GLBase = ES2/GL3?

K
by Kjell
Mon May 03, 2021 6:30 pm
Forum: Your projects
Topic: OMEGANAUT
Replies: 92
Views: 62569

Re: OMEGANAUT

Hi Ats, So I was wondering if there could be an even simpler way to color an entire Model who HasVertexColors activated. Not really, the RenderMesh component automatically enables & disables the client state for all used vertex attributes, so you'd have to write your own RenderMesh function that all...
by Kjell
Mon May 03, 2021 10:14 am
Forum: Bug reports
Topic: getSystemTime() gives different results on different devices
Replies: 12
Views: 291

Re: getSystemTime() gives different results on different devices

Hi guys, There should be a Windows-function we can call on windows to get the same precision. Windows has GetSystemTimeAsFileTime which gives you the number of 100-nanosecond intervals since January 1, 1601 (UTC) and can be converted to Unix time pretty easily. + Do keep in mind that a 32-bit Unix t...
by Kjell
Thu Apr 22, 2021 4:32 pm
Forum: General discussion
Topic: linux 64bit binary?
Replies: 59
Views: 25838

Re: linux 64bit binary?

Hi Ats, For starters, simple RenderText doesn't show on linux. I think I saw that written somewhere for Android, but I didn't manage to find it. Did you use your own Font component? The built-in font only works on Windows ( here is the Linux implementation :wink: ). Arrows aren't detected on linux, ...
by Kjell
Thu Apr 22, 2021 11:32 am
Forum: General discussion
Topic: Exporting images from ZGE
Replies: 14
Views: 12129

Re: Exporting images from ZGE

Hi Ats,
Ats wrote:
Thu Apr 22, 2021 9:12 am
I took a look it's source code, and now I understand what you meant :lol:
That project only contains TGA related code though? It uses the PNGImage unit ( which comes with Delphi / FreePascal ) to encode the PNG.

K