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  1. #1

    News

    Official website is completed now, and as I wrote before in another topic - I prepared wrapper for Magic Particles. You can download it here. All instruction about compilation are inside. But I want to warn you - this extra demo must be used in pair with ZenGL from svn(because of AV when application close). But you can wait till tomorrow, because I will try to prepare minor release with some fixes.


    Another "release" is ZenFont.
    Last edited by Andru; 14-02-2011 at 05:51 PM.

  2. #2
    Co-Founder / Webmaster WILL's Avatar
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    What's the web address? You didn't write it.
    Jason McMillen
    Pascal Game Development
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  3. #3
    WILL
    Thanks, I just forgot about it First post is updated.

  4. #4
    ZenGL 0.2 RC5 released.

    Changelog:
    * [Direct3D]fixed tex_GetData and scr_ReadPixels
    * fixed Range Check Error in PasJPEG
    * fixed order of tiles in tiles2d_Draw
    * fixed text rendering with font, which have more than one page
    * function fx_SetColorMask now works correctly with batch2d_Begin/batch2d_End
    * fixed text position when flags TEX_VALIGN_* are used with parameter Scale in function text_DrawInRect
    * render targets won't be empty anymore on GeForce FX
    + [Direct3D]added constant APP_D3D_DEVICE for use with zgl_Get
    + added constants APP_WND_HANDLE and APP_OGL_CONTEXT for use with zgl_Get
    + added flags RT_USE_DEPTH and RT_CLEAR_DEPTH, RT_CLEAR_SCREEN was replaced by RT_CLEAR_COLOR
    + added function text_GetHeight

    Links were updated in this topic
    Last edited by Andru; 21-11-2010 at 10:51 PM.

  5. #5
    Can you support android?

  6. #6
    Quote Originally Posted by billwillman
    Can you support android?
    For now - no. I don't have this device for testing, and I don't have any plans to buy it or use slow emulators without real hardware...

  7. #7
    PGD Staff / Super Moderator code_glitch's Avatar
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    Wow, this is some seriously amazing stuff going on here... I look forward to the first release based on ZenGl. From what I've seen so far - I wouldn't mind it is Command and Conquer Generals looked that nice XD
    I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.

  8. #8
    WILL
    I just don't like to write descriptions for games... But ok, I will try to write something.

  9. #9
    cool library , it is similar to HGE except for the OOP design
    if it was OOP designed (even though i like procedural ), i think it will be much easier , like HGE you just type the class name -> and all methods shown up in the completion list , in this case u don't need evry time to open the Unit file and search for methods and thier params . this is just an opinion of a newbie

    great work

  10. #10
    I have made new branches in svn for current stable version: 0.2.x and 0.2.x-d3d.

    changelog:
    - [Direct3D]now correct matrices are used
    - [Direct3D]implemented auto generation of mipmaps for Direct3D9
    - fixed file_GetName, now it will return file name even if it without extension
    - added new parameter SizeXYBind to parameters of particle
    - pengine2d_Draw now returns BlendMode and ColorMode which were set before
    - now rtarget_Add will check GL_MAX_RENDERBUFFER_SIZE before creating frame buffer
    - added USE_TRIANGULATION to zgl_config.cfg
    - added few SND_FORMAT_* constants for modular structure of sound decoders without depend on Sound API
    - added GAPI_CAN_AUTOGEN_MIPMAP for zgl_Get

    I'm going to release stable version 0.2 this weekend But seems documentation(and also tools) will be available separately.
    Last edited by Andru; 23-02-2011 at 07:50 AM.

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