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  1. #1
    Quote Originally Posted by Andru View Post
    ZenGL 0.3.10

    Changelog:
    - [Direct3D9]now scissor_* functions use SetScissorRect and D3DRS_SCISSORTESTENABLE
    - [Direct3D]fixed saving texture data when pass texture to rtarget_Add
    - fixed some problems with scissor_* functions when using render targets
    - fixed some range check errors in zgl_particles_2d unit
    - fixed "memory leaks" in zgl_resources unit(problem with heaptrc)
    - fixed range check errors zglChipmunk unit(replaced "array of" with correct alternative)
    - now SND_STATE_TIME and SND_STATE_PERCENT can be used with snd_Get for sounds

    download
    Nice work. This is the way: continuous development and frequent releases.

  2. #2
    ZenGL 0.3.11

    Changelog:
    - fixed stack problem when loading some png-files with indexed color format with alpha
    - fixed crash of snd_Free after few calls with active sound streams
    - fixed pengine2d_AddEmitter, now it check Assigned( Emitter ) before adding emitter
    - fixed wnd_SetSize, now it should change oglTargetW/oglTargetH for correct work of some features(e.g. scissor)
    - no more official packages for C/C++ support
    - no more official tar.bz2 packages

    download

    PS: Next release will be the last one for 0.3.x branch and I will stop development of ZenGL(at least using it current code base). Future of project now is absolutely uncertain. Thanks everybody for few years of fun
    Last edited by Andru; 12-05-2013 at 01:15 PM.

  3. #3
    Quote Originally Posted by Andru View Post
    ZenGL 0.3.11
    PS: Next release will be the last one for 0.3.x branch and I will stop development of ZenGL(at least using it current code base). Future of project now is absolutely uncertain. Thanks everybody for few years of fun
    Serious? ZenGL is the best multiplatform engine for Object Pascal. We can try to gather more developers to the project if you like some help...

  4. #4
    nah Andru is more like he do what hes interested in until he get bored, or im i wrong?

    ZenGL is indeed really neat and powerful, on android i get far better framerates then with pure java code
    but "every legend come to an end" or something like that

    will be interesting when/if you continue ZenGL and also what your next project is about
    anyway thanks for the great development of ZenGL, Andru

  5. #5
    Answered here on official forum.

  6. #6
    As were mentioned above, here is the last release of ZenGL 0.3.x

    ZenGL 0.3.12

    Changelog:
    - [Windows]fixed choosing icon for title bar
    - [Windows]fixed handling WM_MOUSEWHEEL
    - [Android]added workaround for FBO on Tegra-based devices and probably other devices where GL_MAX_RENDERBUFFER_SIZE is always 0
    - fixed saving volume value for snd_PlayFile/snd_PlayMemory functions
    - fixed incorrect determination of size of animated sprite in sprite engines(procedural and based on classes)
    - fixed pengine2d_ClearAll
    - added option USE_ZLIB_FULL
    - removed touch_DblTap
    - removed any WinCE support

    download

    PS: I leave Pascal community till better times.
    Last edited by Andru; 15-08-2013 at 05:50 AM.

  7. #7
    Co-Founder / PGD Elder WILL's Avatar
    Join Date
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    Well I'm sorry to hear you are leaving the community. (until later even)

    Perhaps a switch to making games instead of tools? You may find the change of perspective refreshing. There is another PGD Challenge happening on the 15th. Would you be interested in taking part?
    Jason McMillen
    Pascal Game Development
    Co-Founder





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