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Thread: ZenGL

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  1. #1
    Quote Originally Posted by code_glitch
    I'm just curious: but could I use some of your audio and font code in Prometheus? (along with the editor?).
    You can use it while all modified ZenGL units(or units, that use ZenGL code) have copyrights. But audio... I think it won't be easy to port without using a lot of ZenGL units, but you can try to do this
    Last edited by Andru; 15-11-2010 at 06:18 AM.

  2. #2
    So, ZenGL got an official website - zengl.org. In few days I will try to complete it, but my designer skills... never mind

  3. #3
    Quote Originally Posted by Andru View Post
    So, ZenGL got an official website - zengl.org. In few days I will try to complete it, but my designer skills... never mind
    Good to see

    PS. an english version of the forum would be very handy for us non-russians

    cheers,
    Paul

  4. #4
    Quote Originally Posted by paul_nicholls
    PS. an english version of the forum would be very handy for us non-russians
    Hmm, maybe I will ask WILL to help me with this and get English forum for ZenGL here on PGD
    Last edited by Andru; 18-11-2010 at 09:36 AM.

  5. #5
    all the demos work great except number 9 (Render to Texture) , show only back window

  6. #6
    Quote Originally Posted by virtual
    all the demos work great except number 9 (Render to Texture) , show only back window
    Interesting, can you give me log.txt and configuratiopn of your PC?

  7. #7
    ok my office pc is really weak

    CPU : intel Celeron 2.2GHz
    RAM : 512Mb
    graphics card : : Geforce fx 5500
    -------------------------------
    here is the log file:
    =====================
    === ZenGL 0.2 RC4 ===
    =====================
    [00000002ms] Begin
    [00000004ms] Current mode: 1024 x 768
    [00000443ms] wglChoosePixelFormatARB: zDepth = 24; stencil = 0; fsaa = 0
    [00000540ms] Create OpenGL Context
    [00000559ms] Making current OpenGL context
    [00000559ms] GL_VERSION: 2.1.1
    [00000559ms] GL_RENDERER: GeForce FX 5500/AGP/SSE2
    [00000559ms] GL_MAX_TEXTURE_SIZE: 4096
    [00000559ms] GL_ARB_TEXTURE_COMPRESSION: TRUE
    [00000559ms] GL_EXT_TEXTURE_COMPRESSION_S3TC: TRUE
    [00000559ms] GL_MAX_TEXTURE_UNITS_ARB: 4
    [00000559ms] GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 8
    [00000559ms] GL_EXT_BLEND_FUNC_SEPARATE: TRUE
    [00000559ms] GL_ARB_VERTEX_BUFFER_OBJECT: TRUE
    [00000559ms] GL_EXT_FRAMEBUFFER_OBJECT: TRUE
    [00000559ms] WGL_PBUFFER: TRUE
    [00000560ms] Support WaitVSync: TRUE
    [00000585ms] Texture loaded: "../../res/tux_stand.png"
    [00000679ms] Texture loaded: "../../res/font-page0.png"
    [00002561ms] Average FPS: 384
    [00002572ms] Timers to free: 2
    [00002572ms] Render Targets to free: 1
    [00002606ms] Atlases to free: 0
    [00002606ms] Textures to free: 3
    [00002608ms] Fonts to free: 1
    [00002608ms] Sounds to free: 0
    [00002702ms] End
    Last edited by virtual; 19-11-2010 at 08:15 AM.

  8. #8
    Co-Founder / PGD Elder WILL's Avatar
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    Quote Originally Posted by Andru View Post
    Hmm, maybe I will ask WILL to help me with this and get English forum for ZenGL here on PGD
    Sure, I can make that happen.
    Jason McMillen
    Pascal Game Development
    Co-Founder





  9. #9
    yes , this work fine , but where is the bug in my compiled exe? , i am using delphi 7

  10. #10
    virtual
    Quote Originally Posted by virtual
    yes , this work fine , but where is the bug in my compiled exe?
    Seems I catched known bug for GeForce FX videocards, that was released when FBO wasn't a standard... In my compiled demo I have removed one line of code(attaching depth buffer to FBO). So, maybe I will disable FBO for GeForce FX and switch to PBuffer, or I will try to make some "magic" with MipMaps(like described here), or... just disable depth buffer because ZenGL for now is 2D only

    WILL
    Thanks a lot
    Last edited by Andru; 19-11-2010 at 02:12 PM.

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