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  1. #1
    demo06 takes 6 seconds !
    Very strange, I don't have such results even on my LG Optimus One with 600Mhz and didn't get any complains from other users. Try to run compiled demos without debugger and so on(do you use Delphi?), and check if there no activity from some antivirus or whatever else can eat system resources on Windows
    Last edited by Andru; 01-05-2012 at 06:40 PM.

  2. #2
    its ok , it was my pc at work , and as you guess its because the anti-virus , now every thing run smoothly on my laptop

  3. #3
    ZenGL 0.3 beta 2 has been released with some important fixes.

    - [iOS]fixed crash on memory warnings
    - [Android]fixed crash on releasing few fingers
    - [Android]fixed work with emulator and possible crashes on real devices
    - [Android]all demos now use ARMv6 and VFPv2 for better performance
    - fixed loading emitter2d_LoadFromFile
    - extended ZEF_CHUNK_TEXTURE, now emitter file info will contain frame coordinates of texture
    - fixed incorrect behaviour of particles in some cases
    - implemented loop for video
    - implemented getting of video duration
    - added parameter Frames to zglTVideoStream

  4. #4
    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.

  5. #5
    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.

  6. #6
    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.

  7. #7
    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

  8. #8
    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

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