If you use only one thread it's better to use event for waiting command "search new path" instead of creating the thread every time, because it takes additional time. Anyway you can extend this idea...
Type: Posts; User: Andru
If you use only one thread it's better to use event for waiting command "search new path" instead of creating the thread every time, because it takes additional time. Anyway you can extend this idea...
Answered here on official forum.
ZenGL 0.3.11
Changelog:
- fixed stack problem when loading some png-files with indexed color format with alpha
- fixed crash of snd_Free after few calls with active sound streams
- fixed...
ZenGL 0.3.10
Changelog:
- [Direct3D9]now scissor_* functions use SetScissorRect and D3DRS_SCISSORTESTENABLE
- [Direct3D]fixed saving texture data when pass texture to rtarget_Add
- fixed some...
For 2D glBegin/glEnd is faster than glDrawArrays, because of no need in actions with memory for preparing buffer.
Because commercial projects on Windows should use it, if you want to avoid a lot of problems with crappy drivers and stupid users without vendor drivers at all(sometimes they have only standard...
ZenGL 0.3.9
Changelog:
- [Android]fixed problem with 30fps rendering on Nexus and probably other Tegra-based devices
- [Android]added libGLU.so, now triangulation should work
- fixed...
ZenGL 0.3.8
Changelog:
- [iOS]fixed bug with button Hide on virtual keyboard and iOS 6
- [Direct3D9]disabled Direct3D9Ex by default because of slow tex_GetData on AMD and Intel videocards
...
If BASS distribute as .so library, then call in console:
ldd libBASS.so
it will show all dependencies for it, and I think problem is here.
ZenGL 0.3.7
Changelog:
- [Win32]fixed range check error in wnd_Update
- [iOS]fixed resolution for iPhone application running on iPad with retina
- [Android]fixed exiting from application
-...
Maybe someday I will take a look on it, but this is just an a bit modified Android, so I don't see any problem to run there ZenGL. Support for any special buttons I think can be easily done via...
ZenGL won't work out of the box with Android x86 for the next reasons:
- internal define ANDROID is only for arm-linux(but can be changed easily)
- additional libraries compiled only for ARM...
Special release ZenGL 0.3.6: End of the World which has late a bit because of problem with compilation some object files for different platforms :)
Changelog:
- [Android]fixed incorrect work of...
Add {$LINKLIB m} to unit where you use Vampyre.
Anyone interested in Pascal support can use my version of header and wrapper named MagicZen and placed on extra page with other additions for ZenGL.
Wrapper for Magic Particles has been resurrected :) New version based on Magic Particles 2.18 and as any other addition it can be grabbed from extra-page.
...
ZenGL 0.3.5
Changelog:
- commercial license no more available and main license changed to zlib license
- [MacOS X]fixed problem with fullscreen
download
ZenGL 0.3.4
Changelog:
- [Android]added tex_Restore*, font_RestoreFromFile, rtarget_Restore, emitter2d_RestoreAll and video_Restore functions
- [Android]implemented restoring of resources for...
Seems this is a problem of NVIDIA blob(currently your videocard is GeForce 8600GT?) and initializing OpenGL context with custom options, when you use already created window with unknown visualinfo....
ZenGL 0.3.3
Changelog:
- [Windows] fixed TOPMOST window style in windowed mode
- fixed broken ogg decoding in 0.3.2
- mem_Free now will assign nil to Memory
- rewritten and fixed a lot of...
Seems everybody now wants to provide mobile OS's support... where have you been few years ago when this was not a "mainstream"? :) Anyway, I wish you fun with development :)
Time for new improvements and bugfixes - ZenGL 0.3.2 :)
Changelog:
- [Android] fixed keyboard hiding on Android 3.0+
- [Android] fixed input of numbers
- [Android] fixed multi-touch
-...
When I download some SDK/etc., I'm waiting that it will work and compile out of the box, and Asphyre is not. That is why I wrote about relative paths, because it will work at least for standard demos...
They are definitely kidding... broken hints in GTK(and this make some problems to using IDE), a lot of things for debugging are missing and so on... 1.0 is way too far.
So far GNU/Linux version works fine :) But demos can't be compiled out of the box. First of all - path like /Develop/Asphyre... are you serious? GNU/Linux is not a MacOS X :) Better to use relative...