Search found 620 matches

by Ats
Thu Jan 17, 2019 5:12 pm
Forum: Bug reports
Topic: Visual bug on Android with GPU Qualcomm Adreno
Replies: 24
Views: 39989

Re: OMEGANAUT

So I had to double check because the result is weird: On the Xperia X (and on the Nexus 5 I'm testing right now) the donut is inside out with both parameters being FALSE during please wait, even though I removed the BitmapCombine component in DonutBitmap. On Galaxy S6, it still start OK and TRUE. So...
by Ats
Wed Jan 16, 2019 10:04 am
Forum: Bug reports
Topic: Visual bug on Android with GPU Qualcomm Adreno
Replies: 24
Views: 39989

Re: OMEGANAUT

So the Android phone with the bug definitely starts with everything being false:

Galaxy S6

Image

Xperia X

Image

Can that come from the compilation parameters of the libzgeandroid.so? Or is it a bug in the source code?
by Ats
Tue Jan 15, 2019 5:44 pm
Forum: Bug reports
Topic: Visual bug on Android with GPU Qualcomm Adreno
Replies: 24
Views: 39989

Re: OMEGANAUT

I'll test that tomorrow when I'll have a Xperia X (with the bug) to test next to my Galaxy S6.
by Ats
Tue Jan 15, 2019 4:03 pm
Forum: Bug reports
Topic: Visual bug on Android with GPU Qualcomm Adreno
Replies: 24
Views: 39989

Re: OMEGANAUT

For starters, I had to add Pixel.A=1 to your BitmapExpression otherwise it appears white on API28 (since API23): http://i68.tinypic.com/x6g0id.png Since there's a lot of things going on and I'm not sure what to explain, I made a video. On Galaxy S6, faces are inverted when false, but only on one sid...
by Ats
Tue Jan 15, 2019 1:30 pm
Forum: Bug reports
Topic: Visual bug on Android with GPU Qualcomm Adreno
Replies: 24
Views: 39989

Re: OMEGANAUT

No problem. Here's the apk and the results:

On my Galaxy S6:

Code: Select all

cull   false 0  true 1
depth  false 0  true 1
And the same result on a friend's Nexus 5 that have the bug:

Code: Select all

cull   false 0  true 1
depth  false 0  true 1
Tomorow, I can try the Xperia X that have the bug too.
by Ats
Mon Jan 14, 2019 10:18 pm
Forum: Bug reports
Topic: Visual bug on Android with GPU Qualcomm Adreno
Replies: 24
Views: 39989

Re: OMEGANAUT

You have to make the APK with the Android 9 template. Here's all the devices I managed to test. The ones that have the bug are orange in the API28 column. (White = did not test, red = crash at start, orange = bug, green = ok) https://docs.google.com/spreadsheets/d/1-ZQTOWjuEWUj84fdZo1RndZorGeFloLAWK...
by Ats
Mon Jan 14, 2019 11:53 am
Forum: Bug reports
Topic: Visual bug on Android with GPU Qualcomm Adreno
Replies: 24
Views: 39989

Re: OMEGANAUT

No problem, I'm quite happy with my new galaxy using only one BitmapNoise, but it's good to know :wink:
by Ats
Mon Jan 14, 2019 10:40 am
Forum: Your projects
Topic: 彩虹子弹 (Rainbow Bullets)
Replies: 15
Views: 36116

Re: 彩虹子彈

Nice !
You should definitely try to push it to Android since you already have the screen ratio. I worked hard to produce the Android 9 (API28) template and I would be pleased to help you, if needed :D
by Ats
Mon Jan 14, 2019 10:29 am
Forum: Bug reports
Topic: Visual bug on Android with GPU Qualcomm Adreno
Replies: 24
Views: 39989

Visual bug on Android with GPU Qualcomm Adreno

After a lot of tries, I managed to find what's making the polygons to be upside down on API26+ with GPU Qualcomm Adreno, only with my game, definitely a weird bug... It comes from BitmapCombine !!! In order to create my randomly generated galaxy background, I create a Bitmap with: BitmapNoise (R) Bi...
by Ats
Fri Jan 11, 2019 4:17 pm
Forum: Your projects
Topic: OMEGANAUT
Replies: 96
Views: 164456

Re: OMEGANAUT

With the new android settings for API26+ , I finally managed to push Omeganaut back to the Play Store (VilleK, can you add this new Android template to ZGameEditor?) Omeganaut Android: https://play.google.com/store/apps/details?id=com.txori.omeganaut http://i63.tinypic.com/16gk5t5.png Now I have a w...
by Ats
Mon Jan 07, 2019 9:29 pm
Forum: General discussion
Topic: ZGameEditor & Android Setting
Replies: 85
Views: 94199

Re: ZGameEditor & Android Setting

With CfVFPv2 activated, it works perfectly. YES!!! 8) So I compiled the lib directly and set the manifest so it can run from API 16 to API 28 (Android 9, the latest). I modified the tutorial accordingly. I'm going to send the omeganaut apk to the friends I know couldn't play it on their phones to se...
by Ats
Mon Jan 07, 2019 4:24 pm
Forum: General discussion
Topic: ZGameEditor & Android Setting
Replies: 85
Views: 94199

Re: ZGameEditor & Android Setting

So I didn't find much about CfVFPv2... How should I enable this in the line that compiles FPC Android? make clean crossall crossinstall OS_TARGET=android CPU_TARGET=arm INSTALL_PREFIX=C:\FPC\trunk By adding something like CROSSOPT="-CfVFPv2" ? What about those other options I saw on some r...
by Ats
Mon Jan 07, 2019 9:53 am
Forum: General discussion
Topic: ZGameEditor & Android Setting
Replies: 85
Views: 94199

Re: ZGameEditor & Android Setting

It is entirely possible that the problem comes from the Freepascal compilation of libzgeandroid.so since I removed the "-CfVFPv2" parameter... I'm going to compile libzgeandroid.so for API 16 and see if there is a difference with the one provided with ZGE. I'll try that when I get home. Al...
by Ats
Mon Jan 07, 2019 8:24 am
Forum: General discussion
Topic: ZGameEditor & Android Setting
Replies: 85
Views: 94199

Re: ZGameEditor & Android Setting

Happy new year everyone ! So I set the A values on all my models and now everything is almost fine. Now the problem is the framerate: When exported to API 16, the game runs at a constant 60 fps. But when it is exported to API 26, I get huge drops from time to time (15 fps). I disabled the particles ...
by Ats
Thu Dec 20, 2018 1:21 pm
Forum: General discussion
Topic: ZGameEditor & Android Setting
Replies: 85
Views: 94199

Re: ZGameEditor & Android Setting

No blending at all. For example the ball in Zpong is white in API 26, but if I add MeshExpression C.A=1; to the BallMesh, it appears red.