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    It'll be a lot faster with successive builds as...

    It'll be a lot faster with successive builds as Pascal compilers work differently from say a C++ compiler : they compile the units then build the final output from combining this intermediate stage...
  2. I do like to participate in such things but I...

    I do like to participate in such things but I don't understand why it's a specific SMS challenge. if it were a general pascal challenge then that's great but if not then what is it about specifically...
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    I'd love to work with people on projects but in...

    I'd love to work with people on projects but in terms of games there's only one game I have my heart set on and I code my engine with it in mind. It requires the rendering of at least one planet (and...
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    If the framerate is proportional (linear) to the...

    If the framerate is proportional (linear) to the number of tiles you render then that suggests that you are not using any spatial partitioning schemes to cull rendering to the visible hexagons?

    If...
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    Don't forget that in order to draw the hexgons,...

    Don't forget that in order to draw the hexgons, they're deconstructed into triangles and you're essentially setting the alpha level on a shared vertex between two triangles which causes exactly what...
  6. Thread: Brtech1

    by phibermon
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    21,688

    looking awesome as usual! what are your plans for...

    looking awesome as usual! what are your plans for BRTECH2? have you looked at supporting doom3 / quake4 maps? I'm guessing they're still a BSP structure in principal. I think you have to support LWO...
  7. I did have a good read of their whitepaper,...

    I did have a good read of their whitepaper, there's some changes specifically related to the handling of reference counted strings for that target. The new setup is better for certain access...
  8. Sticky: Jink does have a 2D engine inside it with an...

    Jink does have a 2D engine inside it with an editor along the lines of spine. Spine is far more polished however and looks like it's got quite a good uptake so I think I'll add a plugin myself at...
  9. Ok just read their whitepaper, they use LLVM for...

    Ok just read their whitepaper, they use LLVM for ARM compilation only. still using their old compiler for Windows/OSX.

    I don't know why they didn't carry on using FPC, for some bizarre reason...
  10. Lifepower : XE4 most certainly does not use LLVM...

    Lifepower : XE4 most certainly does not use LLVM for compilation, clang is barely stable, there's no pascal compiler for LLVM at all.

    Adding LLVM support to a compiler is like adding a whole new...
  11. Very expensive. Even an upgrade from XE2 is...

    Very expensive. Even an upgrade from XE2 is unreasonable, especially concidering it's not even that old, this should be a service pack. Still using FPC + Lazarus for all my needs, can target all the...
  12. Thread: News

    by phibermon
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    30,250

    Sticky: Ahh yes very good point, there's many older...

    Ahh yes very good point, there's many older devices+drivers that only support Direct3D properly, S3 chips for example.

    But the same is now true if you don't use GL 3.2, it's actually the case that...
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    Not for a single image, but in a texture atlas...

    Not for a single image, but in a texture atlas for example you will need to do as SilverWarior stated, obviously in such a scenario your textop + texleft would be non-zero
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    well filtering a texture atlas is always going to...

    well filtering a texture atlas is always going to give you issues like you describe, keeping a transparent border around sub-textures is the usual generic solution, GL_CLAMP_TO_EDGE won't help you as...
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    Only just saw your Edit, brilliant :D I'm really...

    Only just saw your Edit, brilliant :D I'm really happy that I could of helped but feel free to post any further questions you might have and I'll do my best.

    And I also know why there's black...
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    it looks like VBO in this example is a class he's...

    it looks like VBO in this example is a class he's created that constructs a GL VBO. his sucessive .Add calls are equivlent to your glvertex3f + gltexcoord2f calls, pos would be the sprite position on...
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    If the source image is exactly this, but it's...

    If the source image is exactly this, but it's stored as NPOT, then it's almost certainly *supposed* to be offset from the center due to it's use in the game (try some other images, try some cars...
  18. Thread: News

    by phibermon
    Replies
    104
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    30,250

    Sticky: Keep up the good work! it's fantastic that you've...

    Keep up the good work! it's fantastic that you've got IOS and Android supported to a usable level but I don't understand why you bothered to support Direct3D, that's a whole lot of work for nothing....
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    Ok, that should actually work, your understanding...

    Ok, that should actually work, your understanding is correct. however if you're getting A with that exact code then there's somthing else at play here, whilst implementing this solution I assume you...
  20. Whatever gives you output (and input to record)...

    Whatever gives you output (and input to record) is fine. but bare in mind that you still need to be able to calculate the latencies for input/output so you can correctly synchronize recording to any...
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    Stop listing Linux Distros! :) it's only about...

    Stop listing Linux Distros! :) it's only about the code they include and the scripts for their installers etc it's the Linux kernel that does all the support and all that jazz. Mint has a highly...
  22. Sunvox is awesome :) been playing around with...

    Sunvox is awesome :) been playing around with that and yes, it's perfectly possible to create a cross platform DAW/Sequencer using freepascal. You'll need to support sound out on all OSes however and...
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    NPOT : No need to re-scale the image or anything...

    NPOT : No need to re-scale the image or anything like that in order to support NPOT textures, just simply create an image which snaps to the next largest power of two size on both axis, then load...
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    I don't believe that TLazOpenGLContext is OpenGL...

    I don't believe that TLazOpenGLContext is OpenGL 3.x+ compatible, there's special things you need to do at window + context creation time, IE in windows you need to destroy/create a new window after...
  25. Thread: CrossFPC

    by phibermon
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    Ahh! interesting, I like it :D I'm sure there's...

    Ahh! interesting, I like it :D I'm sure there's more than a few people that will make good use of this, the page in question makes an excellent case for it's creation, also their planned additions to...
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