nakijun / zengl

Automatically exported from code.google.com/p/zengl
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Andorra2D compatibility #29

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
Just upgrading

What is the expected output? What do you see instead?
Andorra2D and DelphiX better compatible

What version of the product are you using? On what operating system? With
what compiler - Delphi/FreePascal?
LINUX 32 - LAZARUS 0.9.28

Original issue reported on code.google.com by girouxmatthieu on 24 Feb 2011 at 4:00

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GoogleCodeExporter commented 9 years ago
Use this file instead.
There is the zengl_sprite_image unit with its example : a bricks breaker.

Original comment by girouxmatthieu on 24 Feb 2011 at 4:07

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GoogleCodeExporter commented 9 years ago
Use this file. Ini not working.

Original comment by girouxmatthieu on 24 Feb 2011 at 4:16

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GoogleCodeExporter commented 9 years ago
Thanks, I'll take a look. If I fix/modify something I will attach new version 
here.

Original comment by dr.andru@gmail.com on 24 Feb 2011 at 6:07

GoogleCodeExporter commented 9 years ago
Finally I looked it :) Here the fixed version(without using tex_CalcTexCoords, 
because it's provided only for internal use). Also I have a question - why do 
you use Draw in TimerGame? No need to render scene in timer. And some "tips":
- do not use MouseClick[0] and other internal ZenGL variables, there is 
functions for that - mouse_Click and so on
- handling input in Render procedure is a not good way to develop

Do you have any other changes to this unit? I think I can put here after some 
cleanups - http://zengl.org/extra.html

Original comment by dr.andru@gmail.com on 3 Mar 2011 at 4:58

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GoogleCodeExporter commented 9 years ago
Oh, and one more moment - ZenGL already have file_Exists(from zgl_file.pas) and 
other functions, so no need to include heavy SysUtils unit.

>> writeln ( 'Texture ' + dirRes+SubDirImages+FileName+TexturesExtension + ' 
does not exist !' );
And this is not good idea for Win32 applications, use log_Add(zgl_log.pas) 
instead :)

Original comment by dr.andru@gmail.com on 3 Mar 2011 at 5:05

GoogleCodeExporter commented 9 years ago
ok erasing Math i think too.
This is a little checkout. But i dont understand why some sprites dont have the 
good texture.

Original comment by girouxmatthieu on 3 Mar 2011 at 10:41

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GoogleCodeExporter commented 9 years ago
>> But i dont understand why some sprites dont have the good texture.
In source code of demo bricks I didn't find value for Flags, which set for 
tex_LoadFromFile :) It must be TEX_DEFAULT_2D or any other variation of flags 
with TEX_CONVERT_TO_POT if size of texture is not a power of two(bricks.png has 
size 90x90).

Original comment by dr.andru@gmail.com on 3 Mar 2011 at 10:57

GoogleCodeExporter commented 9 years ago
Here is a procedural optimising...

Original comment by girouxmatthieu on 21 Mar 2011 at 6:56

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GoogleCodeExporter commented 9 years ago
zen gl 3 compiling and fast test

Original comment by girouxmatthieu on 5 Aug 2012 at 4:23

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GoogleCodeExporter commented 9 years ago
debugging and optimizing.

Original comment by girouxmatthieu on 1 Sep 2012 at 10:26

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GoogleCodeExporter commented 9 years ago
with zip loading

Original comment by girouxmatthieu on 1 Oct 2012 at 9:06

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GoogleCodeExporter commented 9 years ago

Original comment by dr.andru@gmail.com on 15 Jan 2013 at 10:36