With Delphi Tokyo I get an Error "Assertion failed" in PasGlViewer.pas at line 1415
Assert(Status=GL_FRAMEBUFFER_COMPLETE);
With Delphi Tokyo I get an Error "Assertion failed" in PasGlViewer.pas at line 1415
Assert(Status=GL_FRAMEBUFFER_COMPLETE);
Just open a ticket in bero's project, it's still work in progress, so he might break things from time to time.
As for gltf, i assume most popular packages can export it, if not - i know blender has a bunch of gltf exporters, you can also convert collada to it with a khronos group converter project.
Zlib license is no issue for commercial use: https://en.wikipedia.org/wiki/Zlib_License
ios and android: i don't know, ask bero
This is my game project - Top Down City:
http://www.pascalgamedevelopment.com...y-Topic-Reboot
My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
http://www.pascalgamedevelopment.com...source+manager
It's workarounded now, the current NVIDIA drivers have a issue in this context when a multisample FBO have a color-attachment-texture and depth-attachment-renderbuffer attached at the same time, so the workaround is now, that also the temporary depth buffer is also a fbo texture attachment now, so that it works also with the NVIDIA GPU driver again. (by the way, I've here in my test-hardware-set-setup: AMD Radeon 580, NVIDIA Geforce GTX 970, NVIDIA Geforce GTX 1060, NVIDIA Geforce MX150, Intel UHD 620, AMD Radeon R9 270X, and a lot of mobile devices with NVIDIA Tegra, Mali, PowerVR and Adreno GPUs, and so on, so that I can test my stuff against every relevant GPU vendor.)
Last edited by BeRo; 29-08-2018 at 07:18 AM.
Thank you BeRo for your reply and the very good job you did. My setup is very special. I see in your different setups also the name of many mobile GPUs. That makes me very curious!
And at http://vserver.rosseaux.net/stuff/paedaeloader/ and http://vserver.rosseaux.net/stuff/pa...Models.DAE.pas you can find the sources for my feature-complete COLLADA .DAE loader (maybe with some missing but easily from yourself replaceable units).
But my pascal-native working FBX loader, as already said in an another thread here, I'll never release it, because FBX is super crappy and FBX simply has to die, because it is a super dreadful file format.
Bookmarks