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by Kjell
Mon Oct 14, 2024 4:20 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 195
Views: 40967

Re: Google Play New problem : 64bits

:roll:

Image

Good to see that the culprit was finally found!

K
by Kjell
Mon Oct 07, 2024 10:51 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 195
Views: 40967

Re: Google Play New problem : 64bits

8) The OBJ importer used to be extremely bare-bones .. or maybe you could even say broken. Didn't matter what vertex data your OBJ contained, the imported mesh would always have vertex colors enabled ( even though it didn't actually import any vertex color data ) and texCoords disabled. Normals were...
by Kjell
Wed Oct 02, 2024 9:20 pm
Forum: Bug reports
Topic: Problem with TexCoords Generated on Android
Replies: 6
Views: 99

Re: Problem with TexCoords Generated on Android

Oops, My mistake .. should have used round() to prevent the possibility of rounding errors. Try this instead :wink: <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Caption="ZGameEditor application" FileVersion="2" AndroidPackage...
by Kjell
Wed Oct 02, 2024 6:09 pm
Forum: Bug reports
Topic: Problem with TexCoords Generated on Android
Replies: 6
Views: 99

Re: Problem with TexCoords Generated on Android

Hmm, Can you take a screenshot of this on PC? Bit easier to "read" than the cells bitmap :wink: <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Caption="ZGameEditor application" FileVersion="2" AndroidPackageName="...
by Kjell
Wed Oct 02, 2024 5:46 pm
Forum: Bug reports
Topic: Problem with TexCoords Generated on Android
Replies: 6
Views: 99

Re: Problem with TexCoords Generated on Android

Hi Ats,

Generated texture coordinates aren't available on OpenGL ES. You can find the corresponding source code here.

That being said, this is what it looks like on my PC ( which looks correct to me ) .. not sure what's going on in your PC screenshot :(

Image

K
by Kjell
Sun Sep 15, 2024 11:03 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 195
Views: 40967

Re: Google Play New problem : 64bits

Hi Ats,
Ats wrote: Sun Sep 15, 2024 9:23 amWhat's the use of threaded?
It splits the workload over the number of available processors. Most processors support ( at least ) 8 threads these days .. and even first generation Intel Core i3/i5 processors ( from 2010 ) support 4 threads.

K
by Kjell
Thu Sep 05, 2024 11:08 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 195
Views: 40967

Re: Google Play New problem : 64bits

Hi Ats, I have no idea what function to declare in ZExternalLibrary/Source in order to test it :lol: Hmm .. you could try cvCbrt ( fast cubic root calculation ) which is part of the core module. <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Capti...
by Kjell
Wed Aug 28, 2024 1:04 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 195
Views: 40967

Re: Google Play New problem : 64bits

Hi Ats, Could my problem be coming from dlopen ? The dlopen function is part of the Android / Linux kernel, so the definition in ZPlatform_Android.inc is simply a function prototype and must follow the API specification. Therefore the flags argument should be a regular 32-bit integer ( LongInt in Pa...
by Kjell
Sun Aug 25, 2024 5:37 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 195
Views: 40967

Re: Google Play New problem : 64bits

Hi Ats, Hahaha everything is so confusing when it comes to Android... :roll: Yea .. plus i haven't done anything Android for years so i'm hopelessly out of the loop. Concerning the various definitions / constants you listed: CPU64 = Any 64-bit CPU cpux64 = x86-64 CPUs ( the 64-bit version of x86 ) c...
by Kjell
Sun Aug 25, 2024 5:08 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 195
Views: 40967

Re: Google Play New problem : 64bits

Hi Ats, Regarding my adb log, those are not Errors, but Executions. I have the same list if I run the working 32 bit version of my apk test. Oops .. i thought the E's in your log were equivalent to the red E's here: https://developer.android.com/static/studio/images/debug/logcat-window.png Never min...
by Kjell
Sun Aug 25, 2024 1:06 pm
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 195
Views: 40967

Re: Google Play New problem : 64bits

Hi Ats, So it seems to be running, but things aren't rendering. Judging from the adb log it's ( at the very least ) unable to load any of the OpenGL functions .. hence the black screen. :| Maybe something in ZPlatform_Android.inc isn't adjusted to 64-bit properly still? Since JNI_OnLoad is listed am...
by Kjell
Sun Aug 25, 2024 11:50 am
Forum: General discussion
Topic: Google Play New problem : 64bits
Replies: 195
Views: 40967

Re: Google Play New problem : 64bits

Hi Ats,
Ats wrote: Sun Aug 25, 2024 12:26 amInternet says that replacing R by X will do the trick.
Yep, the R registers are 32-bit while the X registers are 64-bit. However, i'd recommend using x8-x18 ( they are the 64-bit equivalent to r0-r10 ) instead of x0-x7 as these are generally used for function arguments ( by compilers ).

K
by Kjell
Wed Jun 12, 2024 11:09 am
Forum: Your projects
Topic: SFXR
Replies: 22
Views: 21102

Re: SFXR

Hi Ats, Is it possible to declare a Sample using a ZLibrary instead of manually creating the Sample object? Yes, but maybe not in the way you expect? I tried "Sample Sample_Laser;" This basically allocates a pointer to a Sample, nothing more. You could use "Sample mySample = @Sample(L...
by Kjell
Fri May 24, 2024 7:58 am
Forum: General discussion
Topic: Confusion with screen coordinates
Replies: 7
Views: 1367

Re: Confusion with screen coordinates

Hi LsJack,
LsJack wrote: Thu May 23, 2024 6:35 pmcould you upload the .zgeprojet of the isometric example?
Sure, i swapped out the model & textures with procedural alternatives for filesize & copyright reasons ( and added a bit of movement ) .. but aside from that it's the same thing.

K
by Kjell
Thu May 23, 2024 2:36 pm
Forum: General discussion
Topic: Confusion with screen coordinates
Replies: 7
Views: 1367

Re: Confusion with screen coordinates

Hi Tomi, It's simple Pythagoras theorem :wink: So .. by default the camera is positioned at 0,0,10 and uses a perspective projection with a FOV of 45. When you create a diagram of that situation viewed from the side ( over the x-axis ) it looks something like this: https://i.imgur.com/f0YPyLO.png Yo...