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  1. #1
    Hey any plans for OUYA support for ZenGL?
    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 improving ZenGL.java

    And where does support with Oxygene for Java sit, if I may ask?
    Unfortunately this is too heavy(because ZenGL is native compiled library) and not interesting, so I won't provide any wrappers for Oxygene.
    Last edited by Andru; 28-12-2012 at 12:20 PM.

  2. #2
    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
    - [Direct3D9]enabled PR2D_SMOOTH
    - [Direct3D]fixed crash when using scr_CorrectResolution before zgl_Init
    - fixed hanging snd_StopStream in some cases when DirectSound is in use
    - fixed pengine2d_DelEmitter

    download

  3. #3
    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

    download

  4. #4
    Nice work as always dude

  5. #5
    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 pengine2d_DelEmitter(removing last emitter)
    - fixed col2d_PointInTriangle(random result in some cases)
    - fixed joy_Init(amount of joysticks never decreases)
    - fixed SND_INFO_DURATION for sounds(always returned 0)

    download

  6. #6
    Great work man! The ability of ZenGL to run in several platforms is a killer feature nowadays!

  7. #7
    PGD Staff / News Reporter phibermon's Avatar
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    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. PC's you'd just use GL anyway and microsoft are never going to allow a game on any xbox that wasn't written using their API.

    Do you support GL 3.2+ across windows, OSX and Linux? if so on OSX, have you had any problems with uniform buffers? They're utterly broken for me, struggled for ages to try and get them working. I'm on a hackintosh so I don't know if it's due to that (even thou my Nvidia card is one that ships with some macs) or if it's just OSX in general. I've found a few references in forums to people having similar issues, but again they might also be on hackintoshes, they don't say, so I can't find a common denominator.
    When the moon hits your eye like a big pizza pie - that's an extinction level impact event.

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