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  1. #1
    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.

  2. #2
    ZenGL 0.2 stable has been released So, now I will work on ZenParticles and documentation next week. Current two goals for roadmap of ZenGL 0.3.x are:
    - OpenGL ES render
    - multi-threaded resource loading

    All links as always are here. And one more - Matthieu GIROUX has written some unit which implements compatibility with Andorra2D and DelphiX classes TSprite and TSpriteEngine... In few days I will check it and maybe release it like extra-unit for ZenGL
    Last edited by Andru; 27-02-2011 at 08:35 PM.

  3. #3
    Projects page has been started There is only "Mystic Diary" trilogy, but soon I will add one more commercial game in another genre(action/2d shooter). Also I'm going to release ZenGL 0.2.1 with some changes and fixes(snd_LoadFromMemory, col2d_RectVsCircle and col2d_RectInCircle) and slight optimizations to Direct3D renderer.
    Last edited by Andru; 17-03-2011 at 12:37 AM.

  4. #4
    ZenGL 0.2.1

    This is the first bugfix release in 0.2.x branch, which will be supported till next major stable release Also there was started wiki and ZenGL(0.3.x branch in svn) now can work on Windows Mobile even with OpenGL ES 1.0(thanks to Vad for testing and help)!

    Changelog:
    - [Direct3D]slightly optimized render
    - now ZenGL will check for GL_EXT_texture_filter_anisotropic for using anisotropic filtering
    - fixed snd_LoadFromMemory
    - now closing the application will reset all states and so on
    - LOG_FILE can be gotten only before execution zgl_Init
    - fixed col2d_RectVsCircle and col2d_RectInCircle
    - fixed Unicode text input when application compiled by Delphi 2009+

    download

  5. #5
    ZenGL 0.2.2

    New bugfix release of stable branch.

    Changelog:
    - [Linux]now DIRECTORY_HOME will return $XDG_CONFIG_HOME
    - [Linux]updated libjpeg to version 8c and built for compatibility with older distributives
    - [Windows]fixed autopause under Windows 7 for minimized window via dockbar
    - [Direct3D]now scr_Flush works as in GL-version
    - fixed loading some wav's
    - fixed file_GetExtension for situation when Directory has dot in name
    - tex_Del won't delete zeroTexture, which is returns as a result of tex_LoadFromFile/tex_LoadFromMemory if texture can't be loaded

  6. #6

    Just XCode 4.0 and ZenGL. Only Pascal, only hardcore!
    Last edited by Andru; 05-09-2011 at 07:36 PM.

  7. #7
    AAwww, now you're just teasing us

  8. #8
    Quote Originally Posted by Andru View Post
    Just XCode 4.0 and ZenGL. Only Pascal, only hardcore!
    Would you feel inclined to make a youtube tutorial? I have tried to get FPC working on my Macbook but it just became a too frustrating to do anything meaningful - e.g., using opengl or sdl - neither of which i have used in the past
    The views expressed on this programme are bloody good ones. - Fred Dagg

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