Any progress with the 64bit issues in the 4.x branch?
Any progress with the 64bit issues in the 4.x branch?
Best regards,
Cybermonkey
cool i was planning on using allegro for a nDS game, will that work?
Just to say that Allegro.pas 5 that supports OpenGL, Delphi, iOS, etc. is on the way.
On Linux it is almost complete.
On Windows there are some issues with bitmap drawing but if you'll use OpenGL only then there's no problem. The only issue is that you can't create the textures on the fly but you can load them from disk anyway.
There's no documentation but you can use the original you can find at allegro.cc.
If somebody wants to help (or just test it) please tell me.
Last edited by Ñuño Martínez; 23-02-2012 at 12:30 PM. Reason: bbCode
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Ho, ho, ho!
I'm proud to announce that Allegro.pas 4.4.4 has been released today. This new version has a lot of improvements:
- Added full support for 64bit systems.
- New API for data types, parameters and return values, less confusing that previous one.
- Demonstration game improved, so now it's really re-usable, easer to adapt it to your own projects.
- Two new add-ons including one to load OGG/Vorbis sound files.
- A lot of bugfixing and document improvements.
- A bunch of new examples and improvement of some of the old ones, so now it should be easer to understand how to do what you want to do.
Please Download and test it and tell me your opinion, specially if you have a Win64 because I haven't one so I didn't test it.
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Yeah! I will test it this evening.
BTW, did you ever try to compile any of the examples on the Haiku-OS? FPC 2.6.0 and AllegroLibs are vailable on it.
(Yes, you here me thinking to change my egslengine from SDL to Allegro because it has some nice features SDL doesn't have).
Last edited by Cybermonkey; 12-12-2012 at 12:44 PM.
Best regards,
Cybermonkey
Sorry for double post, but this is important bug report: When using al_masked_stretch_blit my game segfaults at stretch_masked_line32 (inside Allegro itself, I think, so I can't do anything about it), same with al_stretch_blit (inside stretch_line32).
I have draw routine that gets executed every step of my program loop (update of controls and sprite positions, etc. is done via timer). Here it is:
Code:procedure draw(); begin //clearing buffer al_clear_to_color(buffer,al_makeacol_depth(al_desktop_color_depth,0,0,0,0)); //drawing text al_textout_centre_ex(buffer,al_font,'Witaj w Allegro!',400,25,al_makeacol_depth(al_desktop_color_depth,255,0,0,255),al_makeacol_depth(al_desktop_color_depth,0,0,0,255)); al_textout_centre_ex(buffer,al_font,'Nacisnij Q aby wyjsc',400,45,al_makeacol_depth(al_desktop_color_depth,255,0,0,255),al_makeacol_depth(al_desktop_color_depth,0,0,0,255)); //drawing cats Kotek1.Draw(buffer); Kotek2.Draw(buffer); //drawing perlin noise al_masked_stretch_blit(perlin,buffer,0,0,300,200,100,100,200,200); //<=== here it is, but why does it happen? //showing collision indicator if Kotek1.IsColliding(Kotek2) then al_rectfill(buffer,0,0,64,32,al_makecol(0,255,0)); //if pause, put indicator of it if pause then al_textout_centre_ex(buffer,al_font,'Pauza',400,580,al_makeacol_depth(al_desktop_color_depth,255,0,0,255),al_makeacol_depth(al_desktop_color_depth,0,0,0,255)); al_blit(buffer,al_screen,0,0,0,0,800,600); end;
You should open a new thread for that (may be at Programming/General).
By the way, I can't see why it doesn't work. I used al_stretch_blit a lot and it work without problem. I need more information, for example what kind of bitmaps are you using (I mean how do you created them). I may need the whole context where "draw" is working.
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