GLBasic forum

Main forum => Announcements => Topic started by: Kitty Hello on 2012-Sep-10

Title: GLBasic V12 (was formerly V11 beta)
Post by: Kitty Hello on 2012-Sep-10
Hi

there's a public beta if the upcomming v11, that has most of the v10 bugs fixed, too.
Get it at
http://www.glbasic.com/beta/glbasic_sdk.exe

[edit]
Fixes all Android and iOS issues.
Raspberry Pi should work.
HTML5 does not load the Media files, yet.
Title: Re: GLBasic V11 public beta
Post by: mentalthink on 2012-Sep-10
Thanks Gernnot, great nottice....  :nw: :nw: :nw: :good: :good: :good:
Title: Re: GLBasic V11 public beta
Post by: matchy on 2012-Sep-10
 :booze: Thank-you! :nw:
Title: Re: GLBasic V11 public beta
Post by: bigsofty on 2012-Sep-10
Excellent stuff! Thanks Gernot!  :good:
Title: Re: GLBasic V11 public beta
Post by: kanonet on 2012-Sep-10
Is there a change log, so we know what has been done?

Great news will test later this week. :good:
Title: Re: GLBasic V11 public beta
Post by: hardyx on 2012-Sep-11
Thanks Gernot for your good job. This is what we are waiting for!!!
Title: Re: GLBasic V11 public beta
Post by: Hark0 on 2012-Sep-11
Downloading...


Hmmm  314Mb vs 228Mb  =D


Thanks!!!!


EDIT: Cloning virtual machine on vmware (macos)... uninstalling previous GLB release... and installing.  ;/
Title: Re: GLBasic V11 public beta
Post by: Hark0 on 2012-Sep-11
I see some new features on IDE...  ;)

AND RASPBERRY PI SUPPORTS??!?!?!?!  :good: (I test this when have some time...)

All bugs from V10.x are FIXED?

TIA, Hark0


Log file:

// 11.163
   // Mac, Linux:
   //    AUTOPAUSE FALSE was ignored.
   //
   // Win32, WinCE:
   //    KILLFILE can also remove empty directories.
   //
   // Android:
   //    PLATFORMINFO$("DOCUMENTS") returns external SD card directory
   //    PLATFORMINFO$("APPDATA")   returns internal storage (same as before)
   //       if you need the old documents, use PLATFORMINFO$("APPDATA")+"/.."
   //    PLATFORMINFO$("LANG") now returns java.util.Locale.getDefault().getLanguage()
   //       instead of getDisplayCountry()
   //
   // Core:
   //    SAVESPRITE - png does not include palette information (smaller files)
   //    ASR() always returns a positive number (treat input as unsigned int32)
   // 3D:
   //    X_PRINT has optional kerning parameter.
   //
   // Compiler:
   //    ?ELSEIF implemented.
   //    Output of GPCxxxx error numbers for searching in the forums.
Title: Re: GLBasic V11 public beta
Post by: Wampus on 2012-Sep-11
Excellent. :D Downloading now.

EDIT: Cloning virtual machine on vmware (macos)... uninstalling previous GLB release... and installing.  ;/

I flippin' love VMware.
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2012-Sep-11
 =D. howover cant test with my game before some days, due I got a filesystem crash on C:, but NO documents and data is lost and recovery is this time no problemo. So dont worry about it (I have a extra harddrive for backup on another machine).

I like the sdcard idea for Android, where I can put the save games to if found (or both). Something that is very good for Greedy Mouse as well me thinks. I look if there is any java issues about assests copy system i created for v10 recently, when I have possible for that (if its not allready fixed).
Title: Re: GLBasic V11 public beta
Post by: matchy on 2012-Sep-12
What version currently should be used to ship apps with? Should I install this on the development for real use or other machine/vmware for just testing?
Title: Re: GLBasic V11 public beta
Post by: okee on 2012-Sep-12
They should work along side each other
I have glb 10 in program files\GLBasic and when i install
11 it automatically creates GLBasic_v11 folder
I can open v 10 and v11
The only thing is when i uninstall v11 the GLBasic uninstaller in add/remove programs
is gone even though i still can use v 10
Title: Re: GLBasic V11 public beta
Post by: hardyx on 2012-Sep-12
What version currently should be used to ship apps with? Should I install this on the development for real use or other machine/vmware for just testing?
You mustn't use a beta version for distribute commercial apps, we must to test first with our code to see if everything works good. But you should have no problems.
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2012-Sep-12
 Short tested today.

Win32: Screenupdate still varied from 30 to 60 fps for the eye, througt fps internal itself is stable and correct. Not sure why.

android: Surface change now just exit app when "sensor" is used in manifest. Hence I wait to fix assets copy issue and device info apply to this version. The version for ealier version from code snippet might work (gernot, fell free use that). Temp fix is use a fixed orentation.
Title: Re: GLBasic V11 public beta
Post by: matchy on 2012-Sep-13
I've installed it along side and can open either one and v11 will open v11 to edit and test, then back to v10 to ship if required until notice of v11 release, so that is cool.
Title: Re: GLBasic V11 public beta
Post by: Kitty Hello on 2012-Sep-15
I just say one-seven-one.
That's the new version available for download at the link given above. 11.171.
And it has almost all the changes I made before my hdd crash. This version should be a great place to start the real testing. I have a very good feeling with it.

I forgot to menntion, that the Android is supposted to have a wakelock now. Please delete/update your android_manifest.xml file to yielnd the changes:
Code: GLBasic [Select]
<uses-permission android:name="android.permission.WAKE_LOCK" />
 

For iPhone/iPad, the rotation with the rounded corners should be fixed as well (I had no time to test all this, but it was recreated from fragments of code that once worked). You have to delete the XCode/Lib directory before rebuilding - maybe.

Here's the changelog:
Code: GLBasic [Select]
// 11.171-beta
        // Editor:
        //    Context menu offers "Google" option.
        //    Option to disable splash screen implemented.
        //    TYPEs are listed in jump-bar.
        //    Context menu of tabs improved.
        //    Click mouse wheel on a tab to close it.
        //
        // Samples:
        //    _projects_\nativegui added. A win32 and GTK wrapper based native GUI
        //        with an dialog editor.
        //
        // New Command:
        //    IIF(expression, on_true, on_false)
        //    X_OBJADDVERTEX_NORMAL - call before X_OBJADDVERTEX to user define the normals.
        //                            Set X_AUTONORMALS to 0 beforehand.
        //
        // Compiler:
        //    ?ELSEIF implemented.
        //    Output of GPCxxxx error numbers for searching in the forums.
        //    Nested ?IFDEF did not work sometimes.
        //
        // Core:
        //    SAVESPRITE - png does not include palette information (smaller files)
        //    ASR() always returns a positive number (treat input as unsigned int32)
        //    If CREATESCREEN fails, GETSPRITESIZE will return 0,0.
        //    LIMITFPS has optional vsync parameter (not all platforms supported).
        //    Faster handling of constant strings.
        //    ALLOWESCAPE didn't work on console apps (NETWEBEND always ended)
        //    New data type: int64. Demo: LOCAL i64 AS int64; i64 = ...
        //        FILESEEK and GETFILESIZE work with int64 now.
        //    RETURN a=b // code was converted to "return a=b" instead of "a==b".
        //
        // Mac, Linux:
        //    AUTOPAUSE FALSE was ignored.
        //
        // Win32, WinCE:
        //    KILLFILE can also remove empty directories.
        //
        // Android:
        //    PLATFORMINFO$("DOCUMENTS") returns external SD card directory
        //    PLATFORMINFO$("APPDATA")   returns internal storage (same as before)
        //       if you need the old documents, use PLATFORMINFO$("APPDATA")+"/.."
        //    PLATFORMINFO$("LANG") now returns java.util.Locale.getDefault().getLanguage()
        //       instead of getDisplayCountry()
        //
        //    Better compiler optimization flags for faster results.
        //    Support for pause/resume.
        //    Copying of initial Media directory indicated with idle animation.
        //    Rotating the screen with manifest.xml:
        //        <activity android:screenOrientation="unspecified"
        //                  android:configChanges="keyboard|keyboardHidden|orientation"
        //        works now. GETSCREENSIZE and GETDESKTOPSIZE will be changed.
        //
        // iPhone:
        //    Retina of "new iPad" supported. If you pick 1024x768 or 768x1024 you get the
        //        compatible iPad1/2 mode.
        //    PLATFORMINFO$("ID") returns unique string w/o depending on hardware.
        //        (uses file in PLATFORMINFO$("APPDATA")+"/glbasic.deviceid")
        //    iphone.xcl file was ignored.
        //
        // 3D:
        //    X_PRINT has optional kerning parameter.
        //    X_PRINT faster on mobiles.
        //    X_LOADOBJ "",n% didn't free the memory (for X_GENOBJ).
 
Title: Re: GLBasic V11 public beta
Post by: mentalthink on 2012-Sep-15
HI Gernnot thanks a lot, this version have a lot of new and exciting thigs... Thanks...
Title: Re: GLBasic V11 public beta
Post by: CptnRoughnight on 2012-Sep-15
Gerade runtergeladen und schon vollends zufrieden! Die Native GUI sieht gut aus und lässt sich leicht programmieren^^

 :good:
Title: Re: GLBasic V11 public beta
Post by: mentalthink on 2012-Sep-15
Hi Gernnot, for use HTMl5, it´s needed somthing file from internet, some library or something...

I have this trouble:

Code: GLBasic [Select]

_______________________________________
*** Configuration: HTML5 ***
precompiling:
GPC - GLBasic Precompiler V.10.070 SN:80912dab - 3D, NET
Wordcount:5 commands
compile+link:
python.exe "Q:/Compiler/platform/JavaScript/bin/\emscripten\emcc" -O1 --llvm-lto 0 --typed-arrays 2 -IQ:\Compiler\platform\Include -IC:\Users\mentalthink\Documents\GLBasic\test -DEMSCRIPTEN -DNDEBUG -DWANT_SDL -DHAVE_OPENGL C:\Users\MENTAL~1\AppData\Local\Temp\glbasic\gpc_tempg.cpp C:\Users\MENTAL~1\AppData\Local\Temp\glbasic\gpc_temp0.cpp Q:\Compiler\platform\JavaScript\bin\libGLBasicWebGL.o -o C:\Users\MENTAL~1\AppData\Local\Temp\glbasic\output.html -DHTML5=1
exit
*** FATAL ERROR - Please post this output in the forum
_______________________________________
*** Finished ***
 


I try to search something in the help... but I don´t see nothing (I suppose becuase Its a Beta)
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2012-Sep-15
just tested new version on Android:

- Precompiler is v10.070.
- There is no assets animation.
- EDIT2: The Surface Change do work, but ORIENTATION does not. The game still shown in very offset LANDSCAPE mode when orentation to PORTRAIT (if game started in LANDSCAPE mode). Still not found why (but looking).
Title: Re: GLBasic V11 public beta
Post by: Kitty Hello on 2012-Sep-15
check if your manifest.xml was changed with the orientation settings.
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2012-Sep-15
its does, look in http://www.glbasic.com/forum/index.php?topic=7915.msg72352#msg72352, so I avoid talk about this in thread and hijack it. Its was not intended. Its somewhere a orientation issue.
Title: Re: GLBasic V11 public beta
Post by: kanonet on 2012-Sep-15
I have mayor problems with this new Version (V11.171) I cant compile many of my old code (that worked with last beta). I managed to track down one of the problems to this short code:
Code: GLBasic [Select]
TYPE TTest
        a$
        FUNCTION bug:
                IF self.a$<>"" THEN self.a$=""
        ENDFUNCTION
ENDTYPE
I get this error:
Code: GLBasic [Select]
_______________________________________
*** Configuration: WIN32 ***
precompiling:
GPC - GLBasic Precompiler V.10.070 SN:xxxxxxxx - 3D, NET
Wordcount:2 commands
compiling:

linking:
gpc_tempg.o:gpc_tempg.cpp:(.text+0x47b): undefined reference to `__GLBASIC__::__glb_cstr_2'
gpc_tempg.o:gpc_tempg.cpp:(.text+0x48f): undefined reference to `__GLBASIC__::__glb_cstr_2'
*** FATAL ERROR - Bitte die Compiler-Ausgabe ins Forum kopieren
_______________________________________
*** Fertig ***
Dauer: 1.6 sek. Zeit: 16:02
Erstellen: 0 erfolgreich.
*** 1 FEHLGESCHLAGEN ***

Still trying to hunt down the other problems and of cause the GPC problems from last beta remains.

EDIT: I managed to track down my other problems, this short code demonstrates it:
Code: GLBasic [Select]
TYPE TTest
        FUNCTION bug: f$=""
        ENDFUNCTION
ENDTYPE
I get this error message:
Code: GLBasic [Select]
_______________________________________
*** Configuration: WIN32 ***
precompiling:
GPC - GLBasic Precompiler V.10.070 SN:xxxxxxxx - 3D, NET
Wordcount:0 commands
compiling:
C:\Users\kanonet\AppData\Local\Temp\glbasic\gpc_tempg.cpp:9: error: expected `,' or `...' before '(' token
C:\Users\kanonet\AppData\Local\Temp\glbasic\gpc_tempg.cpp:9: error: expected `)' before ';' token
C:\Users\kanonet\AppData\Local\Temp\glbasic\gpc_tempg.cpp:9: error: prototype for `DGInt __GLBASIC__::TTest::bug(__GLBASIC__::CGStr)' does not match any in class `__GLBASIC__::TTest'
C:\Users\kanonet\AppData\Local\Temp\glbasic\gpc_temp.h:12: error: candidate is: DGInt __GLBASIC__::TTest::bug(__GLBASIC__::DGStr)
C:\Users\kanonet\AppData\Local\Temp\glbasic\gpc_tempg.cpp:9: error: declaration of `DGInt __GLBASIC__::TTest::bug(__GLBASIC__::CGStr)' outside of class is not definition
C:\Users\kanonet\AppData\Local\Temp\glbasic\gpc_tempg.cpp:10: error: expected initializer before ')' token
*** FATAL ERROR - Bitte die Compiler-Ausgabe ins Forum kopieren
_______________________________________
*** Fertig ***
Dauer: 1.1 sek. Zeit: 16:18
Erstellen: 0 erfolgreich.
*** 1 FEHLGESCHLAGEN ***

So it seams there are problems with strings in functions in types. Hope this gets solved soon.
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2012-Sep-15
also you can not use TYPE Anim, which cause a class error, howover its was easy fixed to rename to something different. So no bug, since I just guess Anim is now a reservede word. Its was only compile error I got in my game, before its compiled nicely.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2012-Sep-15
Sounds like variable declaration needs changing :)

Raspberry Pi & HTML 5 compiling current't aren't working - but then Gernot did mention that previously.
Title: Re: GLBasic V11 public beta
Post by: mentalthink on 2012-Sep-15
Thanks Mr-T Iñm confused, because I look the 2 icons changed and I thinked now it´s working...  :'( :'(
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2012-Sep-15
No, just get a compiler error unfortunately :)
Title: Re: GLBasic V11 public beta
Post by: D2O on 2012-Sep-16
Gerade runtergeladen und schon vollends zufrieden! Die Native GUI sieht gut aus und lässt sich leicht programmieren^^

 :good:

Wo, wie... ich finde nichts  :blink:
Title: Re: GLBasic V11 public beta
Post by: matchy on 2012-Sep-16
Strings.  :zzz:

Error compiling for sfxr wrapper (http://www.glbasic.com/forum/index.php?topic=4897.msg37366#msg37366) on 11.171.  :'(

output:
Code: GLBasic [Select]
gpc_tempg.o:gpc_tempg.cpp:(.text+0xead3): undefined reference to `__GLBASIC__::__glb_cstr_3e9'
gpc_tempg.o:gpc_tempg.cpp:(.text+0xead9): undefined reference to `__GLBASIC__::__glb_cstr_3e9'
gpc_tempg.o:gpc_tempg.cpp:(.text+0xed8a): undefined reference to `__GLBASIC__::__glb_cstr_3ed'
gpc_tempg.o:gpc_tempg.cpp:(.text+0xed9e): undefined reference to `__GLBASIC__::__glb_cstr_3ed'
 

cpp source reference:
Code: GLBasic [Select]
CGStr __glb_cstr_3e9("0");
sstr_Str=__glb_cstr_3e9+sstr_Str;
 
Title: Re: GLBasic V11 public beta
Post by: fivesprites on 2012-Sep-16
The compilation errors are, I believe, due to GLB performing some case updates on your code.  For example, I had the issue with it changing the names of my Types:

Previously I had:

Code: GLBasic [Select]
myType as MyType

but now, GLB changes this to:

Code: GLBasic [Select]
MyType as MyType

To fix this I modified my type to be TMyType and then all instances renamed:

Code: GLBasic [Select]
myType as TMyType

Took a while to work through the whole project, but this fixed all of my initial issues.

//Andy
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2012-Sep-16
Corners as well iCade issues is fixed and confirmed. Just quick tested it and its works really great!
Title: Re: GLBasic V11 public beta
Post by: DaCarSoft on 2012-Sep-17
I really love to read that.

 :)
Title: Re: GLBasic V11 public beta
Post by: DaCarSoft on 2012-Sep-17

For iPhone/iPad, the rotation with the rounded corners should be fixed as well (I had no time to test all this, but it was recreated from fragments of code that once worked). You have to delete the XCode/Lib directory before rebuilding - maybe.


Gernot, didn't you received my e-mail reply with all the files? ? ? ? ?   :blink:
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2012-Sep-17
Quote
MyType as MyType
Because the variable name is the same as the type name...
Title: Re: GLBasic V11 public beta
Post by: Hark0 on 2012-Sep-17
Corners as well iCade issues is fixed and confirmed. Just quick tested it and its works really great!

COOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOL!


 =D
Title: Re: GLBasic V11 public beta
Post by: D2O on 2012-Sep-17
Bitte ein Codebeispiel für die GUI    :nw:
Title: Re: GLBasic V11 public beta
Post by: CptnRoughnight on 2012-Sep-17
Bitte ein Codebeispiel für die GUI    :nw:

Hi,
das Codebeispiel liegt, wenn du es dir nochmal runtergeladen hast (Link auf erster Seite) im _projects_ Ordner. Funktioniert alles perfekt, nur musst du dir zunächst die Readme anschauen und die Libs umkopieren.

LG
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2012-Sep-17
Please how in english in this thread (don't like mix of language).

I when whent home check extra time for my iPad 3. I still use the temp fix as well, but there was no corners and no iCade issues (even resume with iCade works nice), also much better than that. But checks again very soon (and edit this thread).
Title: Re: GLBasic V11 public beta
Post by: mrplant on 2012-Sep-17
Great to see a public beta! Yah!

I have an issue however. Running Windows 7. I uninstalled V10 and installed V11.

When I complile for OSX x86, I get this fail:

Any Ideas?

_______________________________________
*** Configuration: OS-X_X86 ***
precompiling:
GPC - GLBasic Precompiler V.10.070 SN:1d5d2793 - 3D, NET
Wordcount:3409 commands
compile+link:
/cygdrive/q/Compiler/platform/Mac/Bin/../libexec/gcc/i686-apple-darwin9/4.0.1/ld: Undefined symbols:
__Z12gf_jpeg_readPKcPiS1_S1_PPh
__Z13gf_write_jpegPKcPKhii
_png_create_info_struct
_png_create_read_struct
_png_create_write_struct
_png_destroy_read_struct
_png_destroy_write_struct
_png_read_end
_png_read_image
_png_read_info
_png_read_update_info
_png_set_IHDR
_png_set_bKGD
_png_set_error_fn
_png_set_expand
_png_set_packing
_png_set_read_fn
_png_set_strip_16
_png_set_write_fn
_png_write_end
_png_write_image
_png_write_info
*** FATAL ERROR - Please post this output in the forum
_______________________________________
*** Finished ***
Elapsed: 13.6 sec. Time: 20:50
Build: 0 succeeded.
*** 1 FAILED ***
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2012-Sep-17
allready reported in the bug section. Its just a missing lib file, that might got corrupted by the HD crash, but its a easy to been fixed: http://www.glbasic.com/forum/index.php?topic=8563.0

Also I still confirm there is no corners in both landscape and portrait mode and iCade still works very great. The tempcode I gave using with DaCarSoft in the bug forum did only fixed landscape corners, while its now fixed both as well iCade issues. So if you should still see the corners, then just apply the tempcode as well, but I dont think its required at all.
Title: Re: GLBasic V11 public beta
Post by: mrplant on 2012-Sep-17
Also - this function seems still seems to be defining the ANDROID pre-processor for every platform - with the result when I compile for windows the game is a mess as it thinks its running on android all the time...

The ?DEFINE ANDROID line is executed everytime.

I'm having another problem with a defined Constant string not printing - trying to track that one down as it worked fine in v10.


///////////////////////////////////////
//   Get Device Info
///////////////////////////////////////


// This function gets more detailed device info.
// At the end of this function, Global Target$ will contain the text "PC", "IPHONE", "IPOD", "IPAD", "MAC" or "ANDROID", depending on device detected below. On Android, the ANDROID Preprocessor variable will also be created.

FUNCTION GetDeviceInfo:
   iPhoneVer = 0 // Reset iPhone specific version flag.
   Target$ = PLATFORMINFO$("") // Get the current Platform Info
   SELECT Target$
      CASE "WIN32"
         Target$ = "PC"
      CASE "IPHONE" // What type of iOS Device? Will return "iPhone", "iPod Touch", "iPad".
         Target$=UCASE$(PLATFORMINFO$("DEVICE")) // Get the Target Device Info. Make sure everything is in capitals for the ZX81 font!
         IF Target$="IPOD TOUCH"
            Target$="IPOD" // Device name too long so shorten it.
         ENDIF
         IF Target$<>"IPAD"
            iPhoneVer = 1 // Set flag for iPhone or iPod touch models. This allows for onscreen buttons to be moved later etc.
         ENDIF
      CASE "MACOSX"
         Target$="MAC"
      CASE "ANDROID"
         ?DEFINE ANDROID // Define the ANDROID Preprocessor variable.
   ENDSELECT
ENDFUNCTION
Title: Re: GLBasic V11 public beta
Post by: mrplant on 2012-Sep-17
Thanks spacefractal - I did read that last night - should have checked again and posted into bugs section... will fix it . cheers!
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2012-Sep-17
I wish a RETURN$=EXTERNCALL(ARG$) could do a java communcation from glbasic to SDLActivity.java.

I see there is a public static int glb_open_url(String url) in SDLActivity.java, but here its could just been a public static String Externcalll(String url), which could call a another function outside SDLActivity.java. here I create a SPLITSTR() style function for java. Mightbeen I could abuse that a little bit for testing.....
Title: Re: GLBasic V11 public beta
Post by: DaCarSoft on 2012-Sep-17
I when whent home check extra time for my iPad 3. I still use the temp fix as well, but there was no corners and no iCade issues (even resume with iCade works nice), also much better than that. But checks again very soon (and edit this thread).

Also I still confirm there is no corners in both landscape and portrait mode and iCade still works very great. The tempcode I gave using with DaCarSoft in the bug forum did only fixed landscape corners, while its now fixed both as well iCade issues. So if you should still see the corners, then just apply the tempcode as well, but I dont think its required at all.

I'm happy to read that. Thanks for the news!!!!

Yes. I fixed a problem related with the iCade resume also, I was reading about that problem in the past and I tried to fix it when I sent the code to Gernot, but I haven't an iCade to test it and I was not sure it was solved until now.

I really like that the iCade is working at end, without corners, lines or issues. It shouldn't be needed patches, it should work without issues as is.

All people can check now the way in which is working now the bottom multitasking bar...     It changes according to the device orientation, automatically.

As I said in other posts, I will publish some code to take control over the rotation locks of the device, controlled by the hardware button or the bottom bar lock (at the left in the bottom bar).

 :booze:
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2012-Sep-18
yep, I forgot that working too (howover for some reason its can sometimes crash when double click the taskbar away, howover not sure its a glbasic bug or not yet, something checking later). So this beta is different great iOS GlBasic version (and you daCarSoft did a great job), and worth using that as primary version for iOS. The Android issue was still not 100% fixed (surface changes does works pretty nice, but does not rotate, so its a rotation issue). Not checked other issues yet.

Howover we might need a list over various issues to prevent loss of tracking?
Title: Re: GLBasic V11 public beta
Post by: Hark0 on 2012-Sep-18
Downloading last fix.....

Title: Re: GLBasic V11 public beta
Post by: Hark0 on 2012-Sep-18
HTML5 WORKS????

I got an Error:


Wordcount:3810 commands
compile+link:
python.exe "R:/Compiler/platform/JavaScript/bin/\emscripten\emcc" -O1 --llvm-lto 0 --typed-arrays 2 -IR:\Compiler\platform\Include -IC:\Users\Jordi\Desktop\Electric -DEMSCRIPTEN -DNDEBUG -DWANT_SDL -DHAVE_OPENGL C:\Users\Jordi\AppData\Local\Temp\glbasic\gpc_tempg.cpp C:\Users\Jordi\AppData\Local\Temp\glbasic\gpc_temp0.cpp C:\Users\Jordi\AppData\Local\Temp\glbasic\gpc_temp1.cpp C:\Users\Jordi\AppData\Local\Temp\glbasic\gpc_temp2.cpp C:\Users\Jordi\AppData\Local\Temp\glbasic\gpc_temp3.cpp C:\Users\Jordi\AppData\Local\Temp\glbasic\gpc_temp4.cpp C:\Users\Jordi\AppData\Local\Temp\glbasic\gpc_temp5.cpp C:\Users\Jordi\AppData\Local\Temp\glbasic\gpc_temp6.cpp R:\Compiler\platform\JavaScript\bin\libGLBasicWebGL.o -o C:\Users\Jordi\AppData\Local\Temp\glbasic\output.html -DHTML5=1
exit
*** FATAL ERROR - Please post this output in the forum
_______________________________________
*** Finished ***
Elapsed: 3.2 sec. Time: 10:16
Build: 0 succeeded.
*** 1 FAILED ***
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2012-Sep-18
No, Pi & HTML wont compile
Title: Re: GLBasic V11 public beta
Post by: Kyo on 2012-Sep-20
Error on native_gui -> GLB_GUI_editor-gbas:

Code: GLBasic [Select]
Wordcount:1126 commands
compiling:

linking:
success
_______________________________________
*** Finished ***
Elapsed: 16.5 sec. Time: 11:55
Build: 1 succeeded.

Start debug session.
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libglib-2.0-0.dll
DECLARE module not found: libgdk-win32-2.0-0.dll
DECLARE module not found: libgdk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgobject-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgdk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libcairo-2.dll
DECLARE module not found: libcairo-2.dll
DECLARE module not found: libcairo-2.dll
DECLARE module not found: libcairo-2.dll
DECLARE module not found: libcairo-2.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgobject-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
DECLARE module not found: libgtk-win32-2.0-0.dll
_______________________________________
Injection started

*** Unhandled exception ***
   EXCEPTION_ACCESS_VIOLATION
 

Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2012-Sep-20
I believe you need to copy the DLLs into the executable location.
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2012-Sep-20
Sometimes and sometimes very often, I got a crash on the sound mixer when I quit the game on Android (and only on quit) and when Im using sound. Its happens after a "Shut Down GLB", and its even on unmodificed SDLActivity.java from this beta (which mean its a close down bug somewhere).

Im not sure what it happens here and how to read the crash log (which I gues its would been much easier if we could see which function its crashed in):
Code: GLBasic [Select]
I/glbasic ( 5235): [GLB]->GLB_ON_QUIT()
I/glbasic ( 5235): Shut down GLB
I/DEBUG   ( 4717): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *
**
I/DEBUG   ( 4717): Build fingerprint: 'hp/hp_tenderloin/tenderloin:4.0.4/IMM76I/
330937:user/release-keys'
I/DEBUG   ( 4717): pid: 5235, tid: 5235  >>> com.spacefractal.greedymouse <<<
I/DEBUG   ( 4717): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 4dcba00
4
I/DEBUG   ( 4717):  r0 00000000  r1 0000b000  r2 2aaf762c  r3 00000000
I/DEBUG   ( 4717):  r4 4dcba000  r5 002e8cb0  r6 420a7870  r7 2aaf7474
I/DEBUG   ( 4717):  r8 4dcba008  r9 00000000  10 00000000  fp 7ec7776c
I/DEBUG   ( 4717):  ip 00000000  sp 7ec77720  lr 2aac15c8  pc 2aac4840  cpsr 200
f0030
I/DEBUG   ( 4717):  d0  0000000000000000  d1  0000000000000000
I/DEBUG   ( 4717):  d2  0000000000000000  d3  0000000000000000
I/DEBUG   ( 4717):  d4  0074006300410049  d5  0074006900760069
I/DEBUG   ( 4717):  d6  006e0061004d0079  d7  0072006500670061
I/DEBUG   ( 4717):  d8  0000000000000000  d9  0000000000000000
I/DEBUG   ( 4717):  d10 0000000000000000  d11 0000000000000000
I/DEBUG   ( 4717):  d12 0000000000000000  d13 0000000000000000
I/DEBUG   ( 4717):  d14 0000000000000000  d15 0000000000000000
I/DEBUG   ( 4717):  d16 473e2d5d424c475b  d17 55515f4e4f5f424c
I/DEBUG   ( 4717):  d18 0000000100000000  d19 000000003f800000
I/DEBUG   ( 4717):  d20 0000000100000000  d21 0061006400000002
I/DEBUG   ( 4717):  d22 0000000200000000  d23 00000000004b0044
I/DEBUG   ( 4717):  d24 3e66376972bea4d0  d25 3fd174646512dc71
I/DEBUG   ( 4717):  d26 3fefdfde00000000  d27 bed0810fee5b0a9d
I/DEBUG   ( 4717):  d28 c00005c02b53cb8a  d29 bf66fdec79316df6
I/DEBUG   ( 4717):  d30 bc0a42cc192d5632  d31 be23e4f5df600000
I/DEBUG   ( 4717):  scr 20000010
I/DEBUG   ( 4717):
I/DEBUG   ( 4717):          #00  pc 00015840  /system/lib/libc.so (dlfree)
I/DEBUG   ( 4717):          #01  pc 0001649c  /system/lib/libc.so (free)
I/DEBUG   ( 4717):          #02  pc 0000c07e  /mnt/asec/com.spacefractal.greedymouse-2/lib/libSDL_mixer.so (Mix_FreeChunk)
I/DEBUG   ( 4717):
I/DEBUG   ( 4717): code around pc:
I/DEBUG   ( 4717): 2aac4820 70dcf50c eeb6f7fc f0402800 f8df8307  ...p.....(@.....
I/DEBUG   ( 4717): 2aac4830 f1a8761c 447f0408 428c6939 82eef0c0  .v.....D9i.B....
I/DEBUG   ( 4717): 2aac4840 3c04f858 f140079a f02382e9 07db0603  X..<..@...#.....
I/DEBUG   ( 4717): 2aac4850 0506eb04 8118f100 3c08f858 d51107d8  ........X..<....
I/DEBUG   ( 4717): 2aac4860 0e01f023 ebce4476 36100004 f7f64631  #...vD.....61F..
I/DEBUG   ( 4717):
I/DEBUG   ( 4717): code around lr:
I/DEBUG   ( 4717): 2aac15a8 e2166903 1a000018 e5945000 e1a02004  .i.......P... ..
I/DEBUG   ( 4717): 2aac15b8 e2055a02 e1a00005 e3851001 ebffec3f  .Z..........?...
I/DEBUG   ( 4717): 2aac15c8 e3500000 13856002 1a000001 ea000009  ..P..`.........
.
I/DEBUG   ( 4717): 2aac15d8 ebfffe87 e1a01004 e1a00006 ebffec3f  ............?...
I/DEBUG   ( 4717): 2aac15e8 e1a01005 e1a02006 e3a03000 e1550000  ..... ...0....U.
I/DEBUG   ( 4717):
I/DEBUG   ( 4717): memory map around addr 4dcba004:
I/DEBUG   ( 4717): 4da5f000-4dc5f000 /dev/kgsl-3d0
I/DEBUG   ( 4717): (no map for address)
I/DEBUG   ( 4717): 509ea000-51261000 /dev/kgsl-3d0
I/DEBUG   ( 4717):
I/DEBUG   ( 4717): stack:
I/DEBUG   ( 4717):     7ec776e0  46371460  /mnt/asec/com.spacefractal.greedymouse-2/lib/libmain.soI/DEBUG   ( 4717):     7ec776e4  2ab0b9bf  /system/lib/libstdc++.so
I/DEBUG   ( 4717):     7ec776e8  00008000  /system/bin/app_process
I/DEBUG   ( 4717):     7ec776ec  00000000
I/DEBUG   ( 4717):     7ec776f0  001b2758  [heap]
I/DEBUG   ( 4717):     7ec776f4  2aac1570  /system/lib/libc.so
I/DEBUG   ( 4717):     7ec776f8  00004000
I/DEBUG   ( 4717):     7ec776fc  00000000
I/DEBUG   ( 4717):     7ec77700  46371460  /mnt/asec/com.spacefractal.greedymouse-2/lib/libmain.so
I/DEBUG   ( 4717):     7ec77704  002e8cb0  [heap]
I/DEBUG   ( 4717):     7ec77708  420a7870
I/DEBUG   ( 4717):     7ec7770c  000000b2
I/DEBUG   ( 4717):     7ec77710  4dcba008
I/DEBUG   ( 4717):     7ec77714  00000000
I/DEBUG   ( 4717):     7ec77718  df0027ad
I/DEBUG   ( 4717):     7ec7771c  00000000
I/DEBUG   ( 4717): #00 7ec77720  46371460  /mnt/asec/com.spacefractal.greedymouse-2/lib/libmain.so
I/DEBUG   ( 4717):     7ec77724  002e8cb0  [heap]
I/DEBUG   ( 4717):     7ec77728  420a7870
I/DEBUG   ( 4717):     7ec7772c  000000b2
I/DEBUG   ( 4717):     7ec77730  00001000
I/DEBUG   ( 4717):     7ec77734  00000000
I/DEBUG   ( 4717):     7ec77738  00000000
I/DEBUG   ( 4717):     7ec7773c  2aac549f  /system/lib/libc.so
I/DEBUG   ( 4717): #01 7ec77740  46371460  /mnt/asec/com.spacefractal.greedymouse-2/lib/libmain.so
I/DEBUG   ( 4717):     7ec77744  460f6081  /mnt/asec/com.spacefractal.greedymouse-2/lib/libSDL_mixer.so
I/DEBUG   ( 4717): debuggerd committing suicide to free the zombie!
I/DEBUG   ( 5354): debuggerd: May 22 2012 02:28:00
 


Title: Re: GLBasic V11 public beta
Post by: Kitty Hello on 2012-Sep-21
OSX-png library is fixed. Was a silly setting with long path names.

The SDL_MixFreeChunk crash is strange. It might come when you load or unload a sound. Can you play to make something reproducable?
Title: Re: GLBasic V11 public beta
Post by: Hark0 on 2012-Sep-23
OSX-png library is fixed. Was a silly setting with long path names.

The SDL_MixFreeChunk crash is strange. It might come when you load or unload a sound. Can you play to make something reproducable?

Good!!!!  :good:


And.... about HTML5.... are you fixing this?
You use this "https://github.com/kripken/emscripten"?

TIA  :)
Title: Re: GLBasic V11 public beta
Post by: Darmakwolf on 2012-Sep-23
HTML5 .... I can't wait!!!!!!!
Title: Re: GLBasic V11 public beta
Post by: Hark0 on 2012-Sep-23
HTML5 .... I can't wait!!!!!!!

+1
Title: Re: GLBasic V11 public beta
Post by: erico on 2012-Sep-23
+1

Last week I had the opportunity to play a part in a great project but such required me to output html5 too.
This will really come in handy! :)
Title: Re: GLBasic V11 public beta
Post by: bigsofty on 2012-Sep-24
I feel a bit of a party-pooper here but HTML5 compilation won't be of any use to me personally at all due to some essential in-line C.  :( Oh, well maybe with the next project.  :whistle:
Title: Re: GLBasic V11 public beta
Post by: Kitty Hello on 2012-Sep-24
inline C works with the Emscripten approach I use.
Title: Re: GLBasic V11 public beta
Post by: Hark0 on 2012-Sep-24
inline C works with the Emscripten approach I use.

Can you release a "beta/test" version of GLB with Emscripten included for OWN tests ????


I read in other threat about huge size of HTML5 projects (4 Mb).... but... please let us play with this "new" option for compile  HTML5.... :P

PLEASEEEEEEEE
Title: Re: GLBasic V11 public beta
Post by: bigsofty on 2012-Sep-24
inline C works with the Emscripten approach I use.

  :blink: Now I am really confused, I did not know embedding inline C code was even possible with HTML5?!?!

Edit: After reading up a little about emscripten transcoder engine it is a little clearer how you have approached this now Gernot, the C++ and OpenGL will be converted to JavaScript + WebGL and HTML5. It's bold goal, I wish you all the luck!
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2012-Sep-25
New Android Bug:
GlBasic allways shut its activity down when NETWEBEND is invoked or starting a another Intent Activity, etc when startActivity() is invoked. That should NOT been happens. That even System.exit(0); is not invoked.

Its can been invoked by using code like this:
Code: GLBasic [Select]

        LOCAL C=0
        REPEAT
                FOR i=0 TO 360 STEP 4
                        DRAWRECT 0, 0, i, i, RGB(100, 100, 100)
                        SHOWSCREEN
                        C=C+1
                        IF C=200
                                NETWEBEND "http://www.glbasic.com"
                        ENDIF
                        MOUSESTATE mx, my, mba, mbb
                        IF (mba=1 OR mbb=1) AND mx<20 AND my<20 THEN END
                NEXT
        UNTIL mba=1000
MOUSEWAIT
 

That happens in the unmodiced java thread (which I dont do direct java communucation) in this beta.

here the log:
Code: GLBasic [Select]
adb s
I/SDL     (29632): ---------------------------------------------
I/SDL     (29632): ---               restart                 ---
I/SDL     (29632): ---------------------------------------------
I/SDL     (29632): onCreate
I/glbasic (29632): external files dir is /data/data/com.unmapcom.rotosprite/file
s
I/glbasic (29632): external storage /mnt/sdcard/Download
I/glbasic (29632): copy assets starts
I/glbasic (29632): assets found, copying...
I/glbasic (29632): updating assets...
I/glbasic (29632): Media is a directory
I/glbasic (29632): updating assets .. sleep
I/glbasic (29632): updating assets is done
I/glbasic (29632):    onCreate done
I/SDL     (29632): onResume()
I/SDL     (29632):     onResume done
I/SDL     (29632): ceateEGLSurface
I/SDL     (29632): surfaceChanged()
I/SDL     (29632): pixel format RGB_565
I/SDL     (29632): hint screensize to glb
I/SDL     (29632): SDL_Android_Init()
I/glbasic (29632): timer
I/glbasic (29632): rbow
I/glbasic (29632): rbow init
I/SDL     (29632): [STUB] GL_SetSwapInterval
I/glbasic (29632): SDL_init video
I/glbasic (29632): SDL_GetVideoInfo = 1024x720 @ 16 bpp
I/glbasic (29632): Requested SDL_OPENGL = 67108864
I/glbasic (29632): set up SDL for OpenGL-ES mode
I/glbasic (29632): Setting video mode: 1024x720x16 fl=4800000
I/SDL     (29632): [STUB] GL_LoadLibrary
I/SDL     (29632): ceateGLContext
I/SDL     (29632): initEGL 1.1
I/SDL     (29632): ceateEGLSurface
I/SDL     (29632): ceateEGLContext
I/glbasic (29632): SDL_SetVideoMode seems to be 1
I/glbasic (29632): get accurate timer - 1st call
I/glbasic (29632): flip - 1st call
I/glbasic (29632): BGRA ext supported
I/glbasic (29632): Texture size limit: 4096
I/glbasic (29632): init fbo
I/glbasic (29632): 2D VP
I/glbasic (29632): OGRB init [OK]
I/glbasic (29632): Cptn
I/glbasic (29632): Network
I/glbasic (29632): Input
I/glbasic (29632): Window mode
I/glbasic (29632): Create DXin
I/glbasic (29632): sdl_grab
I/glbasic (29632): reptr
I/glbasic (29632): getexe
I/glbasic (29632): cd
I/glbasic (29632): set cdir to: /data/data/com.unmapcom.rotosprite
I/glbasic (29632): exepath=curdir= /data/data/com.unmapcom.rotosprite
I/glbasic (29632): shoeboxing...
I/glbasic (29632): init gettimer
I/glbasic (29632): clear screen
I/glbasic (29632): flip
I/glbasic (29632): mk2D
I/SDL     (29632): query glb_asset_copy_done: true
I/glbasic (29632): finding font...
I/glbasic (29632): set cdir to: files
I/glbasic (29632): Init Finalized
I/glbasic (29632): Shut down GLB
I/glbasic (29632): glb is shut down
I/SDL     (29632): onPause()
I/SDL     (29632): glbasicOnPause(1)
I/SDL     (29632): super.onPause
I/SDL     (29632):    onPause done
I/glbasic (29632): open url: http://www.glbasic.com ok
I/SDL     (29632): [STUB] GL_UnloadLibrary
 

Shut down GLB happens soon webpage is opened, but that should not been happens. The activity should howover pausing without shutdown.


______

Its look like there is a bug in public void surfaceDestroyed(SurfaceHolder holder) in SLDActivity.java. The thread might never end and hence its could doing those crashes. by now its dosent recreate the surface correctly after a resume (which would works after uncomment content in that function).
Title: Re: GLBasic V11 public beta
Post by: Kitty Hello on 2012-Sep-25
Uhm... did you play with ALLOWESCAPE FALSE and AUTOPAUSE TRUE?

About the HTML5 compiler!! You need the python27.dll in the JavaScript/bin/Python directory.
Or just install Python 2.7 and you're done. Beware, the textures do not show, yet.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2012-Sep-26
When compiling for HTML 5, I get :

Quote
ompile+link:
Traceback (most recent call last):
  File "Q:/Compiler/platform/JavaScript/bin/\emscripten\emcc", line 805, in <module>
    extra_files_to_link.append(shared.Cache.get(name, create))
  File "Q:\Compiler\platform\JavaScript\bin\emscripten\tools\shared.py", line 979, in get
    shutil.copyfile(creator(), cachename)
  File "Q:\Compiler\platform\JavaScript\bin\python\lib\shutil.py", line 82, in copyfile
    with open(src, 'rb') as fsrc:
IOError: [Errno 2] No such file or directory: 'c:\\users\\nicholas\\appdata\\local\\temp\\emscripten_temp_bqba4d\\libcxxabi\\libcxxabi.bc'
python.exe "Q:/Compiler/platform/JavaScript/bin/\emscripten\emcc" -O1 --llvm-lto 0 --typed-arrays 2 -IQ:\Compiler\platform\Include -IC:\Users\Nicholas\Documents\GLBasic\GLBasic\Test -DEMSCRIPTEN -DNDEBUG -DWANT_SDL -DHAVE_OPENGL C:\Users\Nicholas\AppData\Local\Temp\glbasic\gpc_tempg.cpp C:\Users\Nicholas\AppData\Local\Temp\glbasic\gpc_temp0.cpp Q:\Compiler\platform\JavaScript\bin\libGLBasicWebGL.o -o C:\Users\Nicholas\AppData\Local\Temp\glbasic\output.html -DHTML5=1
exit
*** FATAL ERROR - Please post this output in the forum
Title: Re: GLBasic V11 public beta
Post by: mentalthink on 2012-Sep-26
Hi for me the HTML frezze when it´s compiling... perhaps it´s beacuase I´m under Vmware.... when I try in Windows like a HOST, I have the same error than Mr-T

I try to install JDK because I havea  fresh intall of win32... but the HTML compiler maintains frozen...

A interesting and curious point, it´s when I compiled whit the Eleven I have 2 Hard drives more under the virtual machine, the R and Q .
Title: Re: GLBasic V11 public beta
Post by: erico on 2012-Sep-26
Mr.T ? :D :P

edit: sorry , could not hold my self...
Mr.T allows no escape true and he never auto pauses neither freeze!

[attachment deleted by admin]
Title: Re: GLBasic V11 public beta
Post by: mentalthink on 2012-Sep-26
JAJA, I hope he don´t start to launch punchs  :D :D
Title: Re: GLBasic V11 public beta
Post by: Albert on 2012-Sep-26
I've some difficulties compiling for html5. Now I'm trying to run command-line. I've got this:

Code: GLBasic [Select]
c:\GLBasic_v11\Compiler\platform\JavaScript\bin\python>python.exe "C:/GLBasic_v11/Compiler/platform/JavaScript/bin/\emsc
ripten\emcc"
-O1 --llvm-lto 0 --typed-arrays 2 -IC:\GLBasic_v11\Compiler\platform\Include -IC:\Users\bd\Dropbox\glba
sic\Blobmonster -DEMSCRIPTEN -DNDEBUG -DWANT_SDL -DHAVE_OPENGL C:\Users\bd\AppData\Local\Temp\glbasic\gpc_tempg.cpp
C:\Users\bd\AppData\Local\Temp\glbasic\gpc_temp0.cpp C:\GLBasic_v11\Compiler\platform\JavaScript\bin\libGLBasicWebGL
.o -o C:\Users\bd\AppData\Local\Temp\glbasic\output.html -DHTML5=1

==============================================================================
Welcome to Emscripten!

This is the first time any of the Emscripten tools has been run.

A settings file has been copied to ~/.emscripten, at absolute path: C:\Users\bd/.emscripten

Please edit that file and change the paths to fit your system. Specifically,
make sure LLVM_ROOT and NODE_JS are correct.

This command will now exit. When you are done editing those paths, re-run it.
==============================================================================

and for the second run:

Code: GLBasic [Select]
(Emscripten: Config file changed, clearing cache)
warning: Could not verify LLVM version: [Error 2] The system cannot find the file specified
(Emscripten: Running sanity checks)
Checking JS engine node failed. Check ~/.emscripten. Details: [Error 2] The system cannot find the file specified
FATAL: The JavaScript shell used for compiling (node) does not seem to work, check the paths in ~/.emscripten
Title: Re: GLBasic V11 public beta
Post by: Albert on 2012-Sep-26
I've played a lot with emscripten by now, and I think tha libcxx* problem is related to 64 bit win7
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2012-Sep-26
Its using the wrong version or something ?
Title: GLBasic V11 public beta
Post by: Kitty Hello on 2012-Sep-27
MrT try changing temp dir to c:/temp. I thinl its an editor option. It works on my win7x64.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2012-Sep-27
I've just tried that too, and get :

Quote
IOError: [Errno 2] No such file or directory: 'c:\\temp\\emscripten_temp_w4nss9\\libcxxabi\\libcxxabi.bc'

(as well as the other stuff).

Are there any system variables that need setting up ?  I tried setting EMCC_TEMP_DIR, but that either states :

Quote
No such file or directory: 'c:\\temp\\emscripten_temp_zxjj9h\\libcxxabi\\libcxxabi.bc'
(when using c:\temp\emm)

or

Quote
WindowsError: [Error 32] The process cannot access the file because it is being used by another process: 'c:\\temp\\glbasic'
(when using c:\temp)

I'm using Python 2.7.3 - I presume that is the correct version to use  ?
Title: Re: GLBasic V11 public beta
Post by: djtoon on 2012-Sep-27
i go this:


compile+link:
Traceback (most recent call last):
  File "Q:/Compiler/platform/JavaScript/bin/\emscripten\emcc", line 805, in <module>
    extra_files_to_link.append(shared.Cache.get(name, create))
  File "Q:\Compiler\platform\JavaScript\bin\emscripten\tools\shared.py", line 979, in get
    shutil.copyfile(creator(), cachename)
  File "Q:\Compiler\platform\JavaScript\bin\python\lib\shutil.py", line 82, in copyfile
    with open(src, 'rb') as fsrc:
IOError: [Errno 2] No such file or directory: 'c:\\temp\\emscripten_temp_ksdo3g\\libcxxabi\\libcxxabi.bc'
python.exe "Q:/Compiler/platform/JavaScript/bin/\emscripten\emcc" -O1 --llvm-lto 0 --typed-arrays 2 -IQ:\Compiler\platform\Include "-IC:\Documents and Settings\dan.IDOMOO\My Documents\GLBasic\Math" -DEMSCRIPTEN -DNDEBUG -DWANT_SDL -DHAVE_OPENGL C:\Temp\glbasic\gpc_tempg.cpp C:\Temp\glbasic\gpc_temp0.cpp Q:\Compiler\platform\JavaScript\bin\libGLBasicWebGL.o -o C:\Temp\glbasic\output.html -DHTML5=1
exit
*** FATAL ERROR - Please post this output in the forum

? any ideas?
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2012-Sep-27
I think the "/\" bit is causing a few problems, but for some reason the emscript directory doesn't seem to be created...
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2012-Sep-27
Have property worten that, but just a little feature request:

- possible to install other sdk than just api 8. Think only about this when activity and orientation is correctly fixed. Elsewise no reason doing that. Still not sure, but it's is in bug forum.
- real java communication by RESULT$=APICALL(STRING$). I do allready similar like that now by using two other commands, so I confirm it's would works quite nice. Could eventuelly been trought RESULT$=platforminfo$("JAVA:STRING") for compatible. Minus side is it can been harder to update, due calls need to been in sldactivity class and shared trought all projects. I live with that :-).
- key event seen cannot been costumed by a value when sent to the native call. Seen its a little none priority bug.

All here is android effected bugs and features, they are all none major. iOS do works quite well.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2012-Sep-28
I've played a lot with emscripten by now, and I think tha libcxx* problem is related to 64 bit win7
Have you compiled for HTML 5?
Title: Re: GLBasic V11 public beta
Post by: mentalthink on 2012-Sep-28
Hi I´m not sure about x64 Windows, I use Win32 under Vmware and make extrange things too, when I install Python or I agree the .DLL (phyton27), the compiler it´s frezze, I leave yeterday about 5 minuts, whit only a Hello World, and nothing...

It´something extrange becuase I have win 32, and I don´t have install too much programs and another Framewokrs of windows, then i don´t have to much thing to collide whit the compile procces of HTML5...
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2012-Sep-28
I did install the 32 -bit version of Python - might be worth trying the 64-bit version.  No, that doesn't work :)

It looks like we are missing something :)
Title: GLBasic V11 public beta
Post by: Kitty Hello on 2012-Sep-29
OK. Will have another look.
Maybe the /  thing is a problem.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2012-Sep-29
Great!   Do any system variables need to be setup too ?
Title: Re: GLBasic V11 public beta
Post by: Hark0 on 2012-Sep-29
(Im have VERY hype about this topic)


And.... Maybe INCLUDE and SPACE character on -I parameter???
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2012-Sep-29
my game works fine, howover there is some issues with Android, which required me to revert back to 11.001 for Greedy Mouse.

Today found some more issue (which worked nice in v11.001):
- Sending info to setFilesPath() in SDLActivity dont work anymore. That did lost the required java commucation. Its elsewise works great in 11.001. But a meantime fix in next beta is hopefully I can send to a another native function and retrieve that by PLATFORMINFO$("STRING"). Easist fix that dont harm compatible at all.

So combine allready bug to easier find what I found:
- Sound mixer might crash on quit (minor issue). That really dont harm the game (its just dont quit gracefull).
- A Android app can start 90 degree wrong. Fix by SETORIENTATION 0 in the top.
- Surface rotation still not working 100% currectly (due its might quit before system rotation) (sorry Gernot).

So some works to do for Android =D.

I do still like this beta for iOS, which its works very great. Howover I did have some focus on the Android by the time.

Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2012-Sep-29
Sounds simple enough to fix :)  The rotation thing has been mentioned before!
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2012-Sep-29
yep its odd its could been fixed that way. I saw that in my HP Touchpad (in both example and in Greedy Mouse), and here its fixed it by a simple SETORIENTATION 0. Strange.....
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2012-Oct-02
Just a another really tine issue. When compile to WebOS, "" in pack to should been removed. the reason: If you launch that with "", its open its in IE instead open the bat file, which is very quite annoyring.

Also using keyboard shortcuts from the output window dont work, which hace catch me too much (CTRL-C should paste it to clipfolder when output window have been clicked and marked some text).

Both above is very minimal bugs/issue and is none high priotity at all.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2012-Oct-04
One thing that may be useful (and to eliminate possible confusion and whatnot), is, when compiling for Android, is to check to see if the environment variables have been set, and if not either automatically download (and install the SDK) or take the user to the correct website
Title: Re: GLBasic V11 public beta
Post by: tatakamucher on 2012-Oct-07
When i tried to compile to osx_x86  :)


Wordcount:88762 commands
compile+link:
/cygdrive/q/Compiler/platform/Mac/Bin/../libexec/gcc/i686-apple-darwin9/4.0.1/ld: Undefined symbols:
__Z12gf_jpeg_readPKcPiS1_S1_PPh
__Z13gf_write_jpegPKcPKhii
_png_create_info_struct
_png_create_read_struct
_png_create_write_struct
_png_destroy_read_struct
_png_destroy_write_struct
_png_read_end
_png_read_image
_png_read_info
_png_read_update_info
_png_set_IHDR
_png_set_bKGD
_png_set_error_fn
_png_set_expand
_png_set_packing
_png_set_read_fn
_png_set_strip_16
_png_set_write_fn
_png_write_end
_png_write_image
_png_write_info
*** FATAL ERROR - Please post this output in the forum


i compiled the same code to ios and works fine
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2012-Oct-07
its allready reported (twice) and easy fix, look in the bug section and copy the library and then its will compile again (its have been fixed in next release).
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2012-Oct-08
In this glbasic beta, Xcode 4.5 and iOS 6, there is some fps drop when using ENDPOLY. The map in greedy mouse take any from around 10 to 30ms for the same screen and it's don't like colored poly vectors anymore (which as not a problem in ios 5 and iPad 3).

I'm not sure what happens. Can we force to test it in 16bit color or what do its doing other then using ENDPOLY? Rest seen perform nothing issue (etc it's some sort of gpu issue).

Also due that I do hope it's dosent happens in release build and have choosen not reject build to apple due that, but doing a better frame skip instead soon after release.

Edit: seen its might only happens on some iPad 3 devices, so I guess it's a small issue, not major.
Title: GLBasic V11 public beta
Post by: Kitty Hello on 2012-Oct-08
I noticed a big slowdown on my ios stuff too. I thought it was due to the retina. If you can confirm it, the issue might be due to the thread in the uiview wrapper.
Title: GLBasic V11 public beta
Post by: Kitty Hello on 2012-Oct-08
The android download stuff is difficult to maintain, as the links may change.
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2012-Oct-08
The slowdowns did only happens on only with iOS6 and with iPad 3 and property on some devices. The slowdowns seen happens for me with ENDPOLY which measure pretty unstable with many polygons (even on samme screen without I moved my mouse). its pretty odd, its can still not meanstreme 60fps even i move map near edge with a lots fewer tiles drawn. Howover I have temp fixed by fixed framerate to 30fps, soon after game iOS release (if the game not got rejected due other bugs).

Which kind of download thing is about? Its was fun to add extra features to the Android version of my game. Example I can highly recommered to use Google License Service than rather use the internal DRM on Google Play. When using DRM, the game is allways installed on internal memory and could not use SDCARD (not good), but when you disable it, the game installed on SDCARD and use the license check instead. When java communication have been fixed (which got broken in this release), then I will put the source code in the code snippts (I can only send to java, but cannot send strings back to PLATFORMINFO$("TEMP")). Sending strings is also no problem, only return is. Think its a quite simple to fix (just give possible to send to a costume platforminfo with a new c++ function).

Howover there is still some activty issues, so I cant create a another activity without glbasic crash or quit (that mean no Dropbox intgration, ads supported version or inapp purchase).

Im really better see fixed activty and java issues fixed first. Its much more important. I can live with the orientation issue. Howover the game does run nicely, so its nowhere major issues =D
Title: Re: GLBasic V11 public beta
Post by: Kitty Hello on 2012-Oct-09
Just a another really tine issue. When compile to WebOS, "" in pack to should been removed. the reason: If you launch that with "", its open its in IE instead open the bat file, which is very quite annoyring.
You mean
Code: GLBasic [Select]
Pack with
"C:\Users\gf\Documents\SourceCode\frisch\fun\GLBasic\Compiler\platform\webos\tool\bin\glb_pack_and_install.bat" "C:\Users\gf\Documents\GLBasic\_sup port\distribute\WebOS\_support"
 
?
You need the quotes in your cmd.exe prompt if the bat was installed in a directory with spaces. Maybe a "call" in the beginning would be good.
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2012-Oct-09
Yep, but there is nothing you can due. If you invoke that in Explorer, its open Internet Explorer instead with a error, which dosent give any mean. Its annoying as hell. Actuelly its more a Windows bug really, but its still annoying. I guess you should only instead them if space have been found.

when using cmd console its of course works nice, but often I just copy & paste the url into explorer. So as I say: None priotity thing at all. There is other thing there is more important  =D
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2012-Oct-09
Coo!  This is an old problem, and I'm surprised your batch file wasn't updated :)

This is what I used to use :

Code: GLBasic [Select]
CALL "%GLB_MAIN_PATH%\compiler\platform\webos\tool\bin\glb_pack_and_install.bat" "%GLB_PROJ_PATH%\distribute\WebOS\%GLB_PROJ_NAME%"

Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2012-Oct-09
also why dosent it not start automatic (just like various android stuff). As I wrote in code snippet, I got workaround the java issue, so its would been easy to been fixed.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2012-Oct-10
Has the actual batch file itself changed ?
Title: Re: GLBasic V11 public beta
Post by: bigsofty on 2012-Oct-10
Small problem with INLINE, copying and pasting blocks within an INLINE'ed section, the GLBasic auto capitalisation kicks in for a sec, so "return" gets change into "RETURN" for example. It's also not undo-able (CTRL+Z).
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2012-Oct-10
Yes, Gernot did say the IDE could get confused :)
Title: Re: GLBasic V11 public beta
Post by: Hemlos on 2012-Oct-10
Couple q's for v11 beta:

Does v11 overwrite v10?? Just wondering if i need to install it on a new OS or not.

Because im worried i will need to blindly revamp all my libs and projects, Ive been shy about doing this install.
That being said raises a new Q; are there many changes to command names, and thier params?

Where can i find a log of the the changes done in v11?



Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2012-Oct-10
It's depend of projekt. In greedy mouse I was required to rename one type variable, because that name now was reserved, but elsewise it's compiled fine.

Howover you might need to create a new xCode project for iOS and setup that again. The project from v10 might won't work.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2012-Oct-10
By default it installs into the GLBasic directory - you can change it though...

I dont see any changes to command names or parameters - there may be extra ones, but of course that wouldn't affect older programs.

Current log (terms and conditions apply, subject to change at short notice etc etc :) ) :

Code: GLBasic [Select]
// 11.171-beta
        // Editor:
        //    Context menu offers "Google" option.
        //    Option to disable splash screen implemented.
        //    TYPEs are listed in jump-bar.
        //    Context menu of tabs improved.
        //    Click mouse wheel on a tab to close it.
        //
        // Samples:
        //    _projects_\nativegui added. A win32 and GTK wrapper based native GUI
        //        with an dialog editor.
        //
        // New Command:
        //    IIF(expression, on_true, on_false)
        //    X_OBJADDVERTEX_NORMAL - call before X_OBJADDVERTEX to user define the normals.
        //                            Set X_AUTONORMALS to 0 beforehand.
        //
        // Compiler:
        //    ?ELSEIF implemented.
        //    Output of GPCxxxx error numbers for searching in the forums.
        //    Nested ?IFDEF did not work sometimes.
        //
        // Core:
        //    SAVESPRITE - png does not include palette information (smaller files)
        //    ASR() always returns a positive number (treat input as unsigned int32)
        //    If CREATESCREEN fails, GETSPRITESIZE will return 0,0.
        //    LIMITFPS has optional vsync parameter (not all platforms supported).
        //    Faster handling of constant strings.
        //    ALLOWESCAPE didn't work on console apps (NETWEBEND always ended)
        //    New data type: int64. Demo: LOCAL i64 AS int64; i64 = ...
        //        FILESEEK and GETFILESIZE work with int64 now.
        //    RETURN a=b // code was converted to "return a=b" instead of "a==b".
        //
        // Mac, Linux:
        //    AUTOPAUSE FALSE was ignored.
        //
        // Win32, WinCE:
        //    KILLFILE can also remove empty directories.
        //
        // Android:
        //    PLATFORMINFO$("DOCUMENTS") returns external SD card directory
        //    PLATFORMINFO$("APPDATA")   returns internal storage (same as before)
        //       if you need the old documents, use PLATFORMINFO$("APPDATA")+"/.."
        //    PLATFORMINFO$("LANG") now returns java.util.Locale.getDefault().getLanguage()
        //       instead of getDisplayCountry()
        //
        //    Better compiler optimization flags for faster results.
        //    Support for pause/resume.
        //    Copying of initial Media directory indicated with idle animation.
        //    Rotating the screen with manifest.xml:
        //        <activity android:screenOrientation="unspecified"
        //                  android:configChanges="keyboard|keyboardHidden|orientation"
        //        works now. GETSCREENSIZE and GETDESKTOPSIZE will be changed.
        //
        // iPhone:
        //    Retina of "new iPad" supported. If you pick 1024x768 or 768x1024 you get the
        //        compatible iPad1/2 mode.
        //    PLATFORMINFO$("ID") returns unique string w/o depending on hardware.
        //        (uses file in PLATFORMINFO$("APPDATA")+"/glbasic.deviceid")
        //    iphone.xcl file was ignored.
        //
        // 3D:
        //    X_PRINT has optional kerning parameter.
        //    X_PRINT faster on mobiles.
        //    X_LOADOBJ "",n% didn't free the memory (for X_GENOBJ).
 
Title: Confusion
Post by: Darmakwolf on 2012-Oct-10
Is HTML5 supposed to at least be slightly working? When I compile (like others) I get this:

*** Configuration: HTML5 ***
precompiling:
GPC - GLBasic Precompiler V.10.070 SN:16bfd89b - 3D, NET
Wordcount:423 commands
compile+link:
python.exe "Q:/Compiler/platform/JavaScript/bin/\emscripten\emcc" -O1 --llvm-lto 0 --typed-arrays 2 -IQ:\Compiler\platform\Include "-IC:\Users\windows 7 home prem4\World of Blobo" -DEMSCRIPTEN -DNDEBUG -DWANT_SDL -DHAVE_OPENGL C:\Users\WINDOW~1\AppData\Local\Temp\glbasic\gpc_tempg.cpp C:\Users\WINDOW~1\AppData\Local\Temp\glbasic\gpc_temp0.cpp Q:\Compiler\platform\JavaScript\bin\libGLBasicWebGL.o -o C:\Users\WINDOW~1\AppData\Local\Temp\glbasic\output.html -DHTML5=1
exit
*** FATAL ERROR - Please post this output in the forum
_______________________________________
*** Finished ***
Elapsed: 2.2 sec. Time: 17:01
Build: 0 succeeded.
*** 1 FAILED ***
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2012-Oct-10
Not, it's not working properly yet
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2012-Oct-12
Apple approvede my game (that talk about in my own thread), but i confirm the game run correctly on iPad 3 in 60fps for iOS5, but fall to around 45fps for iOS6 (and a bit worse with colored polygons as seen on iPad 1). The funny part is as I wrote ms taken for ENDPOLY is quite unstable and yes it's could been uvview issue.

But I just uploaded a tempfix to use 30fps for all iPads. So no hurry.
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2012-Oct-14
CLEARSCREEN can still not support alpha. Its really annoying to trying clearscreen a offbuffer with 100% clean with alpha.

if Im doing this:
SETTRANSPARENCY RGB(0,0,0)
CLEARSCREEN RGB(0,0,0)


The screen is still filled with black, but its should have been fully transparency. I do hope Gernot add a "CLEARSCREEN RGB(RED, GREEN, BLUE), ALPHA" as a option (since I seen there is a opengl feature for that, so its should been a easy fix).

So this is property why some people have trouble to get ALPHA correctly work.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2012-Oct-14
Might be an idea!
Title: Re: GLBasic V11 public beta
Post by: hardyx on 2012-Oct-14
CLEARSCREEN can still not support alpha. Its really annoying to trying clearscreen a offbuffer with 100% clean with alpha.

if Im doing this:
SETTRANSPARENCY RGB(0,0,0)
CLEARSCREEN RGB(0,0,0)


The screen is still filled with black, but its should have been fully transparency. I do hope Gernot add a "CLEARSCREEN RGB(RED, GREEN, BLUE), ALPHA" as a option (since I seen there is a opengl feature for that, so its should been a easy fix).

So this is property why some people have trouble to get ALPHA correctly work.
I don't understand what do you want cleaning the screen with transparency. I think transparency is not applyable to CLEARSCREEN. You give the colour you want to erase the screen. Maybe you want to clear the screen and then draw using transparent colour zones.

Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2012-Oct-14
for use with offbuffers and then png use alpha for transperancy. its not that notiable when using graphics buffer. I think I have posted about that before for a year ago. That would also fixc eventuelly alpha multiply issues. In Greedy Mouse I did not use offbuffers at all.

PS. This is not a bug, but more just a limit.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2012-Oct-15
When compiling for HTML5, will the full set of 3D commands be usable too ?
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2012-Oct-15
Android Rotation Issues by SETORIENTATION 0 did not fix all issues (etc if I force my game in portrait mode in manifest on my HP Touchpad, you will see the issue again), but I guess I got a fix to that too.

Look in the Java communication thread. There is a java command that can tell the current orientation of the device, which is very important to use. The value can been varied from system to system, but you can checkout which value its have by set SETORIENTATION from the returned display.getOrientation() value. Here its worked by setting the game to "portrait" mode, and hp touchpad default mode is "landscape". Actuelly the return value for portrait was set to 3 for HP Touchpad.

PS. While this help with fixed orientation issues in either "landscape" or "portrait" in manifest, the surface changes using "unspecified" or "sensor" is still not doing correctly (but the hint got returned nicely).
Title: Re: GLBasic V11 public beta
Post by: aroldo on 2012-Oct-15
Gernot,

Very cool stuff! Thank you!

I compiled 2 of my projects on V11 , MetroBeatHD and Brick Buster, they both work.
The only compilation error issue I had was the TYPE, I had a TYPE called Mouse and another called State I just had to rename them to TMOUSE and TSTATE and the apps work fine on Win32.
I will test on iPhone and HP/Palm devices and let you know the results.

Sincerely,
Title: Re: GLBasic V11 public beta
Post by: aroldo on 2012-Oct-19
I compiled and tested Brickbuster on the Palm Pre2 and it worked fine.

On XCode I did not compiled and I got the following error messages:
Undefined symbols for architecture armv7:
  "__GLBASIC__::CGStr::CGStr(char const*)", referenced from:
      void __GLBASIC__::glb_err_array_range<__GLBASIC__::DGArray<__GLBASIC__::star> >(__GLBASIC__::DGArray<__GLBASIC__::star> const&, int, int, int, int) in libPROGRAM.a(gpc_temp0.o)
      void __GLBASIC__::glb_err_array_range<__GLBASIC__::DGArray<__GLBASIC__::brick> >(__GLBASIC__::DGArray<__GLBASIC__::brick> const&, int, int, int, int) in libPROGRAM.a(gpc_temp0.o)
      __GLBASIC__::__GetPrpjectVersionGLB() in libPROGRAM.a(gpc_tempg.o)
      __GLBASIC__::__BuildSerial() in libPROGRAM.a(gpc_tempg.o)
      __GLBASIC__::__CompileTime() in libPROGRAM.a(gpc_tempg.o)
      __static_initialization_and_destruction_0(int, int) in libPROGRAM.a(gpc_tempg.o)
  "__GLBASIC__::__DG_DEBUG", referenced from:
      ___GLB_Defaults in libPROGRAM.a(gpc_temp0.o)
  "__GLBASIC__::__DG_FRAMERATE", referenced from:
      ___GLB_Defaults in libPROGRAM.a(gpc_temp0.o)
  "__GLBASIC__::__DG_FULLSCREEN", referenced from:
      ___GLB_Defaults in libPROGRAM.a(gpc_temp0.o)
  "__GLBASIC__::SHOWSCREEN(int)", referenced from:
      __GLBASIC__::draw() in libPROGRAM.a(gpc_temp0.o)
  "__GLBASIC__::__DG_WANTMOUSE", referenced from:
      ___GLB_Defaults in libPROGRAM.a(gpc_temp0.o)
  "__GLBASIC__::__DG_RESX", referenced from:
      ___GLB_Defaults in libPROGRAM.a(gpc_temp0.o)
  "__GLBASIC__::__DG_RESY", referenced from:
      ___GLB_Defaults in libPROGRAM.a(gpc_temp0.o)
  "__GLBASIC__::__DG_MULTISAMPLE", referenced from:
      ___GLB_Defaults in libPROGRAM.a(gpc_temp0.o)
ld: symbol(s) not found for architecture armv7
clang: error: linker command failed with exit code 1 (use -v to see invocation)
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2012-Oct-19
You have old libs. Better create a new Xcode project, setup it again and compile. If you have costume code, don't forget to add them again when doing new project.
Title: Re: GLBasic V11 public beta
Post by: aroldo on 2012-Oct-19
Spacefractal,

I did create a new Xcode project and copy the files generated by the GLB V11 .
I am using XCode Version 4.5.1 (4G1004), this was the update for iOS 6.0.

Any suggestions?
Title: Re: GLBasic V11 public beta
Post by: bigsofty on 2012-Oct-25
Small problem when compiling...

Sometimes the compilation gets 'stuck', when compiling to an Android device...

     [echo] Installing C:\Coding Folder\Projects\GLBasic\plasmatron\distribute\Android\bin\glbasic-debug.apk onto default emulator or device...

The ADB process seems to be frozen in memory (adb shell, adb restart-server, adb kill-server does nothing). I can't quit it, even from task-manager.

If I try an kill the ADB process sometimes I get this...

BUILD FAILED
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:1100: The following error occurred while executing this line:
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:1114: exec returned: 1


I did notice the the Android SDK that comes with GLB is pretty out of date? I can't confirm that is what is causing the error though.

The only sure fire way to solve the problem is to reboot the computer.

Edit: I replaced the android-sdk-windows folders with the equivalent folders from the latest Android SDK and the freezes seem to have vanished.
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2012-Oct-26
I use that too and works fine. I have seen those issues as well, and that due you still using a files from older glbasic builds. Those are of course not compatible. Also v10 and v11 Xcode is not combatible together.

So here I deleted the distrubtion completly and recreated project again my compile. (but remember to save additions files like m files and such of course). It's a hell, but I don't think gernot can do anything with that?

Also you might try reinstall glbasic 11 in a fresh folder (instead installing on top) as well (to make sure no old libs confuction compiler).
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2012-Oct-27
today I noticed as ?IFDEF MACOSX does nothing and skipped when compile to OS-X_x86..... That mean I see the vSync issues again (which LIMITFPS 60, true) did not fixed on mac.

Also I still see odd framerate drops with Windows after a while. So im really not sure its was due vsync etc on that system. Absolutte not sure why. I have a Geforce 240 graphicscard. Im not sure its will been a priotety to fix since I have no clue why.
Title: Re: GLBasic V11 public beta
Post by: Kitty Hello on 2012-Nov-08
the ifdef for osx-universal and osx-x86 would be:
?IFDEF OSXUNI

?IFDEF OSXX86
Title: Re: GLBasic V11 public beta
Post by: r0ber7 on 2012-Dec-03
for use with offbuffers and then png use alpha for transperancy. its not that notiable when using graphics buffer. I think I have posted about that before for a year ago. That would also fixc eventuelly alpha multiply issues. In Greedy Mouse I did not use offbuffers at all.

PS. This is not a bug, but more just a limit.

This is something I'd like to see too. Trying to use one screen more than once. Instead, now I probably have to create a screen every time.  :S
Title: Re: GLBasic V11 public beta
Post by: BdR on 2012-Dec-03
Here's the changelog:
Code: GLBasic [Select]
// 11.171-beta
        // Core:
        //    Faster handling of constant strings.
 

I just tried recompiling my game which uses several CONSTANT's. The constants with integers seem to work, but strings not so much... :noggin:
Here is test code to reproduce it:

Code: GLBasic [Select]
CONSTANT SETTINGS_FILE$ = "/settings.ini"
GLOBAL test$
test$ = "C:/MyTest" // PLATFORMINFO$("DOCUMENTS")
DEBUG "test [" + test$ + SETTINGS_FILE$ + "] 123\n"
END

The above code outputs the following: test [C:/MyTest] 123
Instead of the expected: test [C:/MyTest/settings.ini] 123

I'm using the v11 IDE, although it shows v10 compiler in the log:
GLBasic IDE, Version: 11.171
GPC - GLBasic Precompiler V.10.070 SN:28aaf7cf - 3D, NET
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2012-Dec-04
would been in next beta possible to change the default v2.2 of the android SDK? That due I might want to look how the Amazon new Kindle Fire devices works, but they does require a bit newer SDK. Howover I do not know how much its effect glbasic for a SDK change on a optimal state (etc possible to uses more than one SDK, the default v2.2).

The new api is not need to been work, this is some thing we can do with the direct java communication method i did in the past, which can been a good use with direct support of Kindle Fire example (which I dont count the old model here).

Also the OUYA console looks pretty awesome, which is again the possible to change SDK me thinks. That why I ask here.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2012-Dec-04
Here's the changelog:
Code: GLBasic [Select]
// 11.171-beta
        // Core:
        //    Faster handling of constant strings.
 

I just tried recompiling my game which uses several CONSTANT's. The constants with integers seem to work, but strings not so much... :noggin:
Here is test code to reproduce it:

Code: GLBasic [Select]
CONSTANT SETTINGS_FILE$ = "/settings.ini"
GLOBAL test$
test$ = "C:/MyTest" // PLATFORMINFO$("DOCUMENTS")
DEBUG "test [" + test$ + SETTINGS_FILE$ + "] 123\n"
END

The above code outputs the following: test [C:/MyTest] 123
Instead of the expected: test [C:/MyTest/settings.ini] 123

I'm using the v11 IDE, although it shows v10 compiler in the log:
GLBasic IDE, Version: 11.171
GPC - GLBasic Precompiler V.10.070 SN:28aaf7cf - 3D, NET

Thats odd, I get :

Code: GLBasic [Select]
test [C:/MyTest/settings.ini] 123

with 11.171
Title: Re: GLBasic V11 public beta
Post by: Jonás Perusquía on 2012-Dec-05
I come here people because im unable to compile anything, not a joke... anything!

and i tried to compile some HTML5 and got this:

Code: GLBasic [Select]
*** Configuration: HTML5 ***
precompiling:
GPC - GLBasic Precompiler V.10.070 SN:71fa70a5 - 3D, NET
Wordcount:3 commands
compile+link:
python.exe "Q:/Compiler/platform/JavaScript/bin/\emscripten\emcc" -O1 --llvm-lto 0 --typed-arrays 2 -IQ:\Compiler\platform\Include -IC:\Users\JonasPm\Documents\GLBasic\HTML5 -DEMSCRIPTEN -DNDEBUG -DWANT_SDL -DHAVE_OPENGL C:\Users\JonasPm\AppData\Local\Temp\glbasic\gpc_tempg.cpp C:\Users\JonasPm\AppData\Local\Temp\glbasic\gpc_temp0.cpp Q:\Compiler\platform\JavaScript\bin\libGLBasicWebGL.o -o C:\Users\JonasPm\AppData\Local\Temp\glbasic\output.html -DHTML5=1
exit
*** FATAL ERROR - Please post this output in the forum
_______________________________________
*** Finished ***
Elapsed: 2.8 sec. Time: 08:56
Build: 0 succeeded.
*** 1 FAILED ***

And the code i tried to compile:

Code: GLBasic [Select]
// --------------------------------- //
// Project: HTML5
// Start: Wednesday, December 05, 2012
// IDE Version: 11.171


// SETCURRENTDIR("Media") // go to media files

GLOBAL a

a=1
IF a=1 THEN PRINT "Hola como estas",0,0,1
END
 

Also, GLBasic v11 installed in another folder so the old v10 is still installed (maybe thats the problem?)
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2012-Dec-05
You can't compile to HTML 5 yet - nor Raspberry Pi or OSX Uni

All other platforms compile should compile okay.
Title: Re: GLBasic V11 public beta
Post by: caffeinekid on 2012-Dec-05
Is the Nexus 7 (and others) CreateScreen fix in the new beta, so that it tries different colour depths? Thanks.
Title: Re: GLBasic V11 public beta
Post by: Jonás Perusquía on 2012-Dec-05
You can't compile to HTML 5 yet - nor Raspberry Pi or OSX Uni

All other platforms compile should compile okay.

Thanks, that explains why i can´t compile HTML5... but still can´t compile to normal platforms... i will create a topic about this
Title: Re: GLBasic V11 public beta
Post by: Kitty Hello on 2012-Dec-14
OK - another try. The beta_sdk (see first post) has been updated and the RaspberryPi should work now.
Also, the HTML5 is starting to get working. You cannot add Media files so far. The browsers will stop running the code. Maybe FireFox or Chrome works - I have to investigate further. I just wanted to bring this update before xmas holidays, since it features all the iOS and Android fixes I wanted to urgently bring.

For all platforms, you should clean the distribute directory before you rebuild. For Android, keep a copy of your Manifest.xml. For iPhone, just delete the XCode/lib directory.

Title: Re: GLBasic V11 public beta
Post by: mentalthink on 2012-Dec-15
hi Gernnot thanks about the launch data , will be a very very nice present for Christmas (present if we have to pay or not... don't care), thanks !!!.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2012-Dec-15
We'll give it a good seeing to :)
Title: Re: GLBasic V11 public beta
Post by: mentalthink on 2012-Dec-15
Gernoot I try to Compile for Html5... I don't use any media file or something only a While Wend and Print commands... but I have a lot of errors.... Raspberry Pi, seems works fine but I don't have the real device...

I use the code in the post about Html5, but I have the same error!!!

I leave I get from the console in GLBasic:
Code: GLBasic [Select]
_______________________________________
*** Configuration: HTML5 ***
precompiling:
GPC - GLBasic Precompiler V.10.160 SN: b826dbb - 3D, NET
Wordcount:2 commands
compile+link:
C:/GLBASIC_11/Compiler/platform/JavaScript/bin/\..\llvm-3.0.release\bin\llvm-dis: No such file or directory
llvm-link: Not enough positional command line arguments specified!
Must specify at least 1 positional arguments: See: C:/GLBASIC_11/Compiler/platform/JavaScript/bin/\..\llvm-3.0.release\bin\llvm-link -help
Traceback (most recent call last):
  File "C:/GLBASIC_11/Compiler/platform/JavaScript/bin/\emscripten\emcc", line 901, in <module>
    extra_files_to_link.append(shared.Cache.get(name, create))
  File "C:\GLBASIC_11\Compiler\platform\JavaScript\bin\emscripten\tools\shared.py", line 1041, in get
    shutil.copyfile(creator(), cachename)
  File "C:/GLBASIC_11/Compiler/platform/JavaScript/bin/\emscripten\emcc", line 873, in create_libcxxabi
    shared.Building.link(os, in_temp('libcxxabi.bc'))
  File "C:\GLBASIC_11\Compiler\platform\JavaScript\bin\emscripten\tools\shared.py", line 690, in link
    assert os.path.exists(target) and (output is None or 'Could not open input file' not in output), 'Linking error: ' + output + '\nemcc: If you get duplicate symbol errors, try --remove-duplicates'
AssertionError: Linking error:
emcc: If you get duplicate symbol errors, try --remove-duplicates
exit
*** FATAL ERROR - Please post this output in the forum
_______________________________________
*** Finished ***
Elapsed: 20.6 sec. Time: 01:53
Build: 0 succeeded.
*** 1 FAILED ***
 

PS: I'm not sure if it's something whit Java JDK, but I try Android and runs fine...  I'm using Windows x32 under Parallels...
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2012-Dec-15
That HTML 5 error is something I get too...  The pathing for lvm-dis is somewhat inaccurate
Title: Re: GLBasic V11 public beta
Post by: mentalthink on 2012-Dec-15
ok, well putting the this folder llvm-3.0.release into the bin folder of Java

EX :
Code: GLBasic [Select]
C:\GLBASIC_11\Compiler\platform\JavaScript\bin

The Compiler seems works, but fails again... seem and error whit the file libGLBasicWebGL.o, sorry i can't put I get from console, I touch the .txt about the configuration of Glbasic, and I have to reinstall...  :-[
Title: Re: GLBasic V11 public beta
Post by: caffeinekid on 2012-Dec-15
I can confirm that CreateScreen is now working on Nexus 7. Fantastic. Thank you!  :nw:
Title: Re: GLBasic V11 public beta
Post by: Hemlos on 2012-Dec-15
 hmm

First try with v11 with my libraries seems to be a problem.
My libs work perfectly fine in v10, but in v11 it gives me a LONG list of errors.

Apparently, we are no longer are able to define default parameters in function parameters?
eg.  FUNCTION SpacerTest: someSpacer$=" $%^&"

How do i pass an object into a parameter like this?
FUNCTION _File_Into_List: list AS lib_List_Object_
Title: Re: GLBasic V11 public beta
Post by: kanonet on 2012-Dec-15
Hemlos i can not confirm your problems, both what you described works for me.
Title: Re: GLBasic V11 public beta
Post by: Jonás Perusquía on 2012-Dec-16
I´ve got a problem, GLBasic v10 compiles well my game, but v11 doesn´t... it says a FUNCTION inside a TYPE returns void value... see:

Code: GLBasic [Select]
compiling:
C:\Users\JonasPm\AppData\Local\Temp\glbasic\gpc_temp0.cpp: In function `void __GLBASIC__::game()':
C:\Users\JonasPm\AppData\Local\Temp\glbasic\gpc_temp0.cpp:2404: error: return-statement with a value, in function returning 'void'
*** FATAL ERROR - Please post this output in the forum

here is the source:


[attachment deleted by admin]
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2012-Dec-16
I haven't seen default values for functions produce any errors.

Code: GLBasic [Select]
FUNCTION SpacerTest: someSpacer$=" $%^&"
ENDFUNCTION

does compile okay...

Any chance of seeing some of the errors ?
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2012-Dec-16
I´ve got a problem, GLBasic v10 compiles well my game, but v11 doesn´t... it says a FUNCTION inside a TYPE returns void value... see:

Code: GLBasic [Select]
compiling:
C:\Users\JonasPm\AppData\Local\Temp\glbasic\gpc_temp0.cpp: In function `void __GLBASIC__::game()':
C:\Users\JonasPm\AppData\Local\Temp\glbasic\gpc_temp0.cpp:2404: error: return-statement with a value, in function returning 'void'
*** FATAL ERROR - Please post this output in the forum

here is the source:

The problem seems to be the game subroutine - you had GLOBAL variables and TYPEs defined there, which isn't a terrible good thing - move them to the start of the program and all is well...

[attachment deleted by admin]
Title: Re: GLBasic V11 public beta
Post by: Jonás Perusquía on 2012-Dec-16
FIXED!

thank you :D

btw, we will be able to use Java 1.7 for Android compilation?
Title: Re: GLBasic V11 public beta
Post by: Hemlos on 2012-Dec-16
Applogies for not coming back with feedback on resolved issue nik.
It turns out i installed an older version of v11.
I uninstalled it, and reinstalled the latest one, All fixed.


I haven't seen default values for functions produce any errors.

Code: GLBasic [Select]
FUNCTION SpacerTest: someSpacer$=" $%^&"
ENDFUNCTION

does compile okay...

Any chance of seeing some of the errors ?
Title: Re: GLBasic V11 public beta
Post by: BdR on 2012-Dec-16
I downloaded the new IDE v11.261 and everything works on Windows. The CONSTANT for strings also seems to work again. :)

However, I still get 320x480 on my iPod4. Also, I noticed the libPROGRAM.a doubled in size for my project, from (I think) ~770kb to now it is 1570kb ? But my GLB project hasn't changed.


Title: Re: GLBasic V11 public beta
Post by: Jonás Perusquía on 2012-Dec-19
Issue found:

In v10 i could compile projects with SYSTEMPOINTER TRUE for Android

In latest  v11 Android app crashes before new loading animation
Title: Re: GLBasic V11 public beta
Post by: BdR on 2012-Dec-21
I'm testing on Android again, and two things I've noticed

Firstly, my app uses PLATFORMINFO$("DOCUMENTS") to store the settings and saved game. Now I was testing on an Android device without a SD card and then the game was not saved. So, I changed it to PLATFORMINFO$("APPDATA") for Android just to be sure, so like this:
Code: GLBasic [Select]
CONSTANT SETTINGS_FILE$ = "/snakeslider.ini"
//INIOPEN PLATFORMINFO$("DOCUMENTS") + SETTINGS_FILE$
INIOPEN PLATFORMINFO$("APPDATA") + SETTINGS_FILE$

Second, the GETJOYX(0), GETJOYY(0), GETJOYZ(0) functions don't seem to work for Android. When compiling with v10 for Android, it gave the accelerometer values but now in v11 it seems to give just 0. Only GETJOYZ(0) sometimes jumps from 0 to -1 when I shake the device. The GETJOYNAME$(0) still gives "Android accelerometer" though..
Title: Re: GLBasic V11 public beta
Post by: Hemlos on 2012-Dec-22
Second, the GETJOYX(0), GETJOYY(0), GETJOYZ(0) functions don't seem to work for Android. When compiling with v10 for Android, it gave the accelerometer values but now in v11 it seems to give just 0. Only GETJOYZ(0) sometimes jumps from 0 to -1 when I shake the device. The GETJOYNAME$(0) still gives "Android accelerometer" though..

Could this be a problem in your code caused by type casting (http://en.wikipedia.org/wiki/Type_conversion)?
Title: Re: GLBasic V11 public beta
Post by: BdR on 2012-Dec-22
Could this be a problem in your code caused by type casting (http://en.wikipedia.org/wiki/Type_conversion)?

That's the first thing I checked, I don't think that's it. At first I used xPos%, yPos% but changing this to xPos#, yPos# didn't help. Here is my code, it run correct when compiling with GLBasic v10 but not in v11.

Code: GLBasic [Select]
// -------------------------------------
// tilt test
// -------------------------------------
FUNCTION RunTiltTest:

  LOCAL xAccel#, yAccel#, zAccel#
  //LOCAL xPos%, yPos%
  LOCAL xPos#, yPos#

  // loop
  WHILE (1=1)

    xAccel = GETJOYX(0)
    yAccel = GETJOYY(0)
    zAccel = GETJOYZ(0)

    PRINT "Name(0)="+GETJOYNAME$(0), 10, 20
    PRINT "xAccel="+xAccel, 10, 40
    PRINT "yAccel="+yAccel, 10, 60
    PRINT "zAccel="+zAccel, 10, 80

    // draw lines
    xPos = 240.0 + (240.0 * xAccel)
    yPos = 400.0 - (400.0 * yAccel)

    DRAWRECT 0, yPos, 480,  1, RGB(255, 255, 0) // horizontal line
    DRAWRECT xPos, 0, 1, 800, RGB(255, 255, 0) // vertical line

    SHOWSCREEN
  WEND

ENDFUNCTION
Title: Re: GLBasic V11 public beta
Post by: Jonás Perusquía on 2012-Dec-22
try to delete the 0 inside the GETJOYX,Y,X like:

Code: GLBasic [Select]
GETJOYX()
GETJOYY()
GETJOYZ()
Title: GLBasic V11 public beta
Post by: Kitty Hello on 2012-Dec-23
I have to check it. How can this be?
Title: Re: GLBasic V11 public beta
Post by: Hemlos on 2012-Dec-24

BdR stil no resolution?

Personally, i had some other unrelated issues with GLBasic IDE, Version: 11.261.
I solved them by completely uninstalling the older v11 first, then reinstalling the latest one.

Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2012-Dec-24
confirmed bug, same happens here as well (hope that orientation bug could been moved to the bug section?).

EDIT:
The java part code works fine. If I multiply with 10 in onSensorChanged() in SDLActicvity.java, then I got returned a nice integer values between -10 and 10. But If I multiply more, then its seen its have limited to 10 for some reasons. so its a bug in the onNativeAccel() c++ function. Its cleary its have been converted to interger, which its should not.

An alternative could use the java communication I have set up earlier, but that is for after christmas. Should been pretty easy to do.

Title: Re: GLBasic V11 public beta
Post by: Jonás Perusquía on 2012-Dec-26
Found out that in Windows and Android PLAYSOUND command works different... In Windows, it is played and cannot be played again after the one that is iplaying ends.. (talking about a loop of the same sound) and in Android, making a loop of the same sound works well, many sounds at the same time...

In my game when a shooting reaches an asteroid, a sound is played, in Windows,, not all collisions get a sound since they cannot be played at.the same.time... Im Android, all collisions get the same sound and are played at the same time
Title: Re: GLBasic V11 public beta
Post by: Ian Price on 2012-Dec-26
You can allow multiple events of the same sound being  played by altering the "buffer" value in the LOADSOUND command.
Title: Re: GLBasic V11 public beta
Post by: trucidare on 2012-Dec-29
i think it is time for a new ios ogles context working with all optimized shreds inside ios5 and 6
could remember that we used a simple variant of gles initialization.
Title: Re: GLBasic V11 public beta
Post by: mentalthink on 2012-Dec-29
Yes trucidare can be awesome have OpenGL2.0 or the 3.0, and leave the 1.0 for devices whitout too much capacity... using shaders and desiplacement maps, can be a Quantum leap in 3D...  :-* :-* :good:
Title: Re: GLBasic V11 public beta
Post by: trucidare on 2012-Dec-30
but i dont have the old code so i cant push a new one with all features kitty implmentet the last time
Title: Re: GLBasic V11 public beta
Post by: mentalthink on 2012-Dec-30
I thinked to make a port of OpenGles 2.0 but really I don't know how reproduce the capabilities of 2.0 into Windows... I think for watch in the Screen OpenGles 2.0 or Opengles-3.0 you need an emulator... In this point I don't know how do this... I know Mali emulator, but how I put GLBasic Code into this Emulator?¿... this for me it's a great Mistery... Like Universe, or Womans  =D =D :D
Title: GLBasic V11 public beta
Post by: Kitty Hello on 2012-Dec-30
I have to switch to SDL2 for Android. Oh dear. Quite some work. Gles2 is not really a speed benefit. It's just all shaders.
Title: Re: GLBasic V11 public beta
Post by: mentalthink on 2012-Dec-30
Quite some work. Gles2 is not really a speed benefit. It's just all shaders.

Yes Gernnot really for old devices not it's too much interesting... I try in Shiva a simple bump map, in my Ipod, and really it's more slow than a turtle, but for make nice effects like bloom, and things like this can come well... Another thing..  It's a great amount of work... for me don't care I have a lot of tricks for make  nice and false fx in 3D.
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2012-Dec-30
because iOS 4.3 is the lowest official supported today, there is really no reason to do iPhone 3g support and down, but I will fully accepable if people still use older xcode and then want to support those as a choice (which also meant iPhone 5 wont been supported in revenge).

Same with Android really, we can but in the manifest the game will require OpenGL 2.x, which I thinks most devices today can. But again, taste of mind.

Any day to a new beta release (which fixing example the resoulution issue under orientation)?
Title: Re: GLBasic V11 public beta
Post by: trucidare on 2012-Dec-30
on ios we could switch too - the context handle is simple to switch - but how about sdl
Title: GLBasic V11 public beta
Post by: Kitty Hello on 2013-Jan-02
SDL is easy. But the core engine is work.
Title: Re: GLBasic V11 public beta
Post by: trucidare on 2013-Jan-02
:/ couldnt help with core things :/
Title: Re: GLBasic V11 public beta
Post by: bigsofty on 2013-Jan-15
Cant get X_OBJADDVERTEX_NORMAL to work in latest beta.

X_OBJADDVERTEX_NORMAL 1.0,1.0,1.0

gives me...

Code: GLBasic [Select]
C:\Users\Dad\AppData\Local\Temp\glbasic\gpc_tempg.cpp: In member function `DGInt __GLBASIC__::TOBJ::Load(__GLBASIC__::DGStr)':
C:\Users\Dad\AppData\Local\Temp\glbasic\gpc_tempg.cpp:4389: error: `X_OBJADDVERTEX_NORMAL' was not declared in this scope
*** FATAL ERROR - Please post this output in the forum
Title: Re: GLBasic V11 public beta
Post by: bigsofty on 2013-Jan-15
Also, from .161 to the current beta, the compile time has doubled for me?
Title: GLBasic V11 public beta
Post by: Kitty Hello on 2013-Jan-15
Compile time for gcc or gpc precompiler? Or overall?
I have fix the normals thing.
Title: Re: GLBasic V11 public beta
Post by: bigsofty on 2013-Jan-15
Sorry spoke too soon, the compile time was fine after I cleaned the project for some reason.  :-[
Title: Re: GLBasic V11 public beta
Post by: Kitty Hello on 2013-Jan-16
@bigsofty: in glb3d.h, just add the line:
void   X_OBJADDVERTEX_NORMAL(DGInt x, DGInt y, DGInt z);

the code is already linked.
Title: Re: GLBasic V11 public beta
Post by: bigsofty on 2013-Jan-16
Ah, cool, I'll try this now.   :)

Edit: Yes, that worked fine, thanks Gernot!  :good:
Title: Re: GLBasic V11 public beta
Post by: Kitty Hello on 2013-Jan-29
Updated DDgui to have opening dialog animations, and a better wait cursor and you can scroll by dragging dialogs now. Also, combo boxes are using buttons instead of lists now. Selected buttons are more obvious now. I have to do a video soon. It looks amazing.
Here's a quick shot...
(http://www.glbasic.com/pix/tngack_1_.png) (http://www.glbasic.com/pix/gack_1_.png)
Title: Re: GLBasic V11 public beta
Post by: erico on 2013-Jan-29
Way to go kitty! :) :good: :nw:
Title: Re: GLBasic V11 public beta
Post by: Ian Price on 2013-Jan-29
Looks much better now :)
Title: Re: GLBasic V11 public beta
Post by: spicypixel on 2013-Jan-29
Looks good but still doesn't look modern enough to me. For example it doesn't look as attractive as say XP. Don't flame me it's just an opinion, but there really are some slick looking UI's now on numerous devices.
Title: Re: GLBasic V11 public beta
Post by: Schranz0r on 2013-Jan-29
Gernot, is DDGui not skinable ?
Title: Re: GLBasic V11 public beta
Post by: mentalthink on 2013-Jan-29
Very nice... and Gernnot it's possible change the colors?¿... so white it's very nice but darker I think it's the last mode in all UI... basically in 3D all the soft are whit darks themes...

The icon mode it's very very interesting... I think a important thing it's can be put at the corners of the button ...

This thing only are ideas... I don't know if it's too much complex or have to pick a lot of code more...
Title: Re: GLBasic V11 public beta
Post by: kanonet on 2013-Jan-29
In DDgui you change the 4 colours, which means you can basically create your own theme (a darker one if you want).

If you dont want to code everything manually, you can use my DDcreator to create your GUI, it also allows you to change colours. Its here: http://www.glbasic.com/forum/index.php?topic=7739.0
Title: Re: GLBasic V11 public beta
Post by: mentalthink on 2013-Jan-29
Hi Kano, thanks I have the books but really I never use the DDgui, I always use my UI did by myself...
HI have to thin in it... for some new projects... Thanks a lot.
Title: Re: GLBasic V11 public beta
Post by: Jonás Perusquía on 2013-Jan-30
wow! that looks really cool! im planning to use DDgui more than ever! :D
Title: Re: GLBasic V11 public beta
Post by: Kitty Hello on 2013-Feb-02
In order to re-colourize DDgui, use the DDgui test project in Samples/_Projects_ and call the function "Colorize" - you get a DDgui gui for colouring then.

DDgui is not as cool as XP? I didn't know that :)
See the current progress:
http://www.youtube.com/watch?v=1_1mjRADpHA

I think it's starting to get usefull. I really hope Apple will approve GACK now...
Title: Re: GLBasic V11 public beta
Post by: Marmor on 2013-Feb-02
Wow much better !
Title: Re: GLBasic V11 public beta
Post by: mentalthink on 2013-Feb-02
How I told you gernnot in YTBE this fx are simply fantastic...
Title: Re: GLBasic V11 public beta
Post by: Ian Price on 2013-Feb-02
That's looking really cool now Gernot. It's come a really long way. :)

Good luck with GACK too - I can't believe how long it's taken. Apple really are a bunch of tools. They have stuff on the AppStore that is worth less than used toilet paper while stuff like this languishes in limbo.
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Feb-02
Most of color anim seen to been roll over, which is not possible on touch, but its different look very very cool and nice.

Was gack not got rejected due using copyrighted or to much inspiration of Atari/Nintendo games? They are very offensive to close down those assest, so better to use completly original assest files. Even they are old, they still copyrighted.

I have not have any issue with my game, which they was some times too fast to approval, hehe (in one instance, they should have rejected it). It's a different story.
Title: Re: GLBasic V11 public beta
Post by: erico on 2013-Feb-02
That is killer Gernot! :good: :-*
Have no words...
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Feb-02
It was rejected mainly because Apple dont like game creation software...
Title: Re: GLBasic V11 public beta
Post by: 81RED on 2013-Feb-03
Complete noob here, have tried searching for my problem but came up empty:
Using the V10 release version, I successfully compiled the "Islands" sample app for Android. While it did not resemble the win32 version, it worked.
Using the V11 beta I get a "Unfortunately, Islands has stopped". Same goes for most other apps in the sample folder.
Am I doing something obviously braindead? JAVA_HOME is set to C:\Program Files\Java\jdk1.6.0_38 which seems to work for V10 at least..
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Feb-03
That is odd as it works okay with the beta on Android 4.0.4 here...
Title: Re: GLBasic V11 public beta
Post by: 81RED on 2013-Feb-03
That is odd as it works okay with the beta on Android 4.0.4 here...
Thanks for that info. Am running 4.1.2 on a Samsung Galaxy S3. I just find it odd that the older version works while the new crashes unceremoniously - especially since Android compatibility was mentioned as something that was improved.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Feb-03
Its possible they have changed OpenGL quite a bit in 4.1

I did use the latest beta too.
Title: Re: GLBasic V11 public beta
Post by: mentalthink on 2013-Feb-03
I think the last os use OpengLES 3.0, I'm not sure, but from OpenGL1.0 to XX not make the things equal internally... perhaps this it's the cause of crashing...
Title: Re: GLBasic V11 public beta
Post by: Marmor on 2013-Feb-04
I use 10.2.8 and it works like a charm for nexus 7 android 4.2.1
Title: Re: GLBasic V11 public beta
Post by: Ian Price on 2013-Feb-12
Is GRABSPRITE working on the Pandora in v11?




[EDIT] No, it's not. :(
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Feb-12
Android orientation issue seen fixed, finally could just test this one. IM still need testing on HP Touchpad, but its worked pretty nice on HTC Desire HD. The screen got changed and even set resoulution correctly and no x/y swap issue (other you might notice its breifly, but that it).

Nice work. I meant I have said I would want to pay this feature fixed last year, and I still want do that :-D, hehe.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Feb-14
Gernot has uploaded another beta.  He has said HTML 5 might work, but whilst it does get further, it still has trouble finding an executable (llvm-dis)
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Feb-14
glbasic 11.261-beta seen have one very major issue:

its much much slowere to compile than 11.179beta did, and its so slow its impossible to use that version completly for windows develophing. Sorry to say that, but waiting over 2 minuttes each time is simply too much.

Its seen IncrediBuild did never skip any compiled code at all! This could cause why its take soo long time to compile Greedy Mouse with around over 12000 commands.

Also its would been very much to skip media checking by adding a "skip.xcl" in the main folder name, because its not necessary to check that every time, which add a lots of time to compiling. Normally I want to control that by my self doing that. Example WebOS does not needed retina graphics which is in the main folder.

By now I stick to 11.179 in normal dev, and only use 11.261 for Android and iOS uses (wich works excellent for those devices, its just issues with compiling time). So I just have those two build for now, its no problemo doing that.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Feb-14
The download version is 11.322...
Title: Re: GLBasic V11 public beta
Post by: bigsofty on 2013-Feb-15
What's been changed?
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Feb-15
It also comes with the updated DDgui stuff. 

The changes are thusly :

Quote
// 11.261-beta
   // Editor:
   //    Context menu offers "Google" option.
   //    Option to disable splash screen implemented.
   //    TYPEs are listed in jump-bar.
   //    Context menu of tabs improved.
   //    Click mouse wheel on a tab to close it.
   //    Context menu: "tools/insert date" was added.
   //    Incorrect highlighting of e.g. "read%" to "READ%" fixed.
   //
   // Samples:
   //    _projects_\native_gui added. A win32 and GTK wrapper based native GUI
   //        with an dialog editor.
   //
   // New Command:
   //-    FLOOR() and CEIL()(manual)
   //    HEX$()
   //    SETLOOPSUB
   //    IIF(expression, on_true, on_false)
   //    X_OBJADDVERTEX_NORMAL - call before X_OBJADDVERTEX to user define the normals.
   //                            Set X_AUTONORMALS to 0 beforehand.
   //
   // Compiler:
   //    Uses string pooling for constant strings to gain more compact binaries.
   //    ?ELSEIF implemented.
   //    Output of GPCxxxx error numbers for searching in the forums.
   //    Nested ?IFDEF did not work sometimes.
   //    GBAL - libraries are working again. (Editor didn't pass them to compiler)
   //
   // Core:
   //    SAVESPRITE - png does not include palette information (smaller files)
   //    ASR() always returns a positive number (treat input as unsigned int32)
   //    If CREATESCREEN fails, GETSPRITESIZE will return 0,0.
   //    LIMITFPS has optional vsync parameter (not all platforms supported).
   //    Faster handling of constant strings.
   //    ALLOWESCAPE didn't work on console apps (NETWEBEND always ended)
   //    New data type: int64. Demo: LOCAL i64 AS int64; i64 = ...
   //        FILESEEK and GETFILESIZE work with int64 now.
   //    RETURN a=b // code was converted to "return a=b" instead of "a==b".
   //
   // Mac, Linux:
   //    AUTOPAUSE FALSE was ignored.
   //
   // Win32, WinCE:
   //    KILLFILE can also remove empty directories.
   //
   // Android:
   //-    PLATFORMINFO$("DOCUMENTS") returns external SD card directory
   //-    PLATFORMINFO$("APPDATA")   returns internal storage (same as before)
   //       if you need the old documents, use PLATFORMINFO$("APPDATA")+"/.."
   //    PLATFORMINFO$("LANG") now returns java.util.Locale.getDefault().getLanguage()
   //       instead of getDisplayCountry()
   //
   //    Better compiler optimization flags for faster results.
   //    Support for pause/resume.
   //    Copying of initial Media directory indicated with idle animation.
//-schnelleres kopieren aus dem forum einbauen!!!
   //    Rotating the screen with manifest.xml:
   //        <activity android:screenOrientation="sensor"
   //                  android:configChanges="keyboard|keyboardHidden|orientation"
   //        works now. GETSCREENSIZE and GETDESKTOPSIZE will be changed.
   //    GETJOY*() return values in factors of G (again).
   //
   // iPhone:
   //    Retina of "new iPad" supported. If you pick 1024x768 or 768x1024 you get the
   //        compatible iPad1/2 mode.
   //    PLATFORMINFO$("ID") returns unique string w/o depending on hardware.
   //        (uses file in PLATFORMINFO$("APPDATA")+"/glbasic.deviceid")
   //    iphone.xcl file was ignored.
   //
   // 3D:
   //    X_PRINT has optional kerning parameter.
   //    X_PRINT faster on mobiles.
   //    X_LOADOBJ "",n% didn't free the memory (for X_GENOBJ).
   //    Shadows of animated X_DRAWANIM objects were not interpolated properly.
Title: Re: GLBasic V11 public beta
Post by: bigsofty on 2013-Feb-15
The log states 11.261, is that correct?

Thanks for going to the bother of the cut and paste though. :)
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Feb-15
Yes, it is correct!

No problem :)
Title: Re: GLBasic V11 public beta
Post by: mentalthink on 2013-Feb-15
HI I think it's important put in the first post the code in html for try if works... I think in html din't use While true >>>Wend... the loop it's doing another thing... I try to search but I can't find... perhaps this can be a confusion, perhaps someone Works html but for use While- true>>>wend don't works correctly...

About the times... I try whit black sun it's a bit great the code and for me only cost  about 45 seconds, I'm not sure but I thnk it's less thanks the 10.xxx (I'm use this for now...)
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Feb-15
im trying out the new beta soon, howover its might still been nice with the skip idea for media, which is for me not required to do and want to control anything my self, which is include media. Its a simple idea that dosent break ide at all (the slowdown issue) and should been easy to been done.

Howover when html5/javascript is done, mightbeen that means its can been used for wraps for other os, like Windows Phone 7.5 and 8.0 as well other OS, which cant run native c++, but embeded html5/javascript? Of course some features mightbeen lost, but its better than nothing.

to compile metro/modern apps, Visual Studio Express 2012 is property required to been used, but since its only require a free reguster, its can been possible doing that (just like xcode is required for iOS). The url is here: http://www.microsoft.com/en-us/download/details.aspx?id=30703

Alternative PhoneGap could also mightbeen tried out if its can been used, but its seen its require a lots of tools, so not sure.

Even my game might require different code for workaround eventuelly issues, but as long we are aware about it, its nothing problem for eventuelly limit.

PS. Platforms using this that could been paid as a extra tool and separate download, me thinks as own package when beta is ended (etc $20-$50 me thinks). Not sure about rasperry pi trought.
Title: Re: GLBasic V11 public beta
Post by: hardyx on 2013-Feb-15
It also comes with the updated DDgui stuff. 

The changes are thusly :

Quote
// 11.261-beta
   // .......

Wow, what a lot of improvements !!

Quote
GBAL - libraries are working again. (Editor didn't pass them to compiler)
Oh my God!!

Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Feb-16
Just need to get HTML 5 fully working now :)
Title: Re: GLBasic V11 public beta
Post by: mentalthink on 2013-Feb-16
Just need to get HTML 5 fully working now :)

Well Gernnot comment this works, but perhaps whit a fresh installation...

I'm sure this it's a very little wrong in something , when we have html5 this will be awesoming...

We say in Spain ("Lo bueno se hace de esperar")  =D =D
Title: Re: GLBasic V11 public beta
Post by: r0ber7 on 2013-Feb-16
For Android: which SDK will the Beta be using?
Title: GLBasic V11 public beta
Post by: Kitty Hello on 2013-Feb-16
Android still uses 8. That's 2.1 I think. It's still widespread.

Incredibuild only works for win32. Are the compile times so high? I changed the compiler to use string popling for constant strongs, which speeds up string stuff immensely and shrinks executablrs for stuff like DDGui a lot.
Title: GLBasic V11 public beta
Post by: Kitty Hello on 2013-Feb-16
... HTML5 still is not working. So strange.
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Feb-16
Yes compiles was quite very high. It's can been both compiling as well checking all media. It's only in v 11.2xx I seen that. Not sure newer beta.

Only 8% uses v2.2 today (3% uses v2.1). So much less marketshare in google play. Also Apple did dropped support for older arm6 devices too (even my own game don't support them, because I wanted iPhone 5 support).

But rather drop it, selectable sdk is just all I want. No less and no more  :-). It's should not break glbasic doing that (one installed officially). Its would been easier to support a android console using the required sdk they might uses.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Feb-18
And 45% use 2.3.x...
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Feb-18
as Im wrote before, I wont try to integrate the ODK from OUYA SDK (when the console in to market), before a least a selectable SDK and use a least Ice Cream Sandwich (which I read lastest NDK uses that).

Im fear v2.2 is too old and cause some uneccery issues, just like the ads service I have last year (which all required SDK v2.3 and that did shown). Due that, Im simply not trying to integrate the ODK on a old SDK at all, and not blind integrate due I need to wait for the console for the official release. Yes its might run, but its also might shown some issues as well.

45% for v2.3 is still very very nice, but its a biit sad Jelly Bean have low marketshare, even its the best Android version out here.
Title: Re: GLBasic V11 public beta
Post by: Schranz0r on 2013-Feb-18
Quote
   // Samples:
   //    _projects_\native_gui added. A win32 and GTK wrapper based native GUI
   //        with an dialog editor.

have no folder with this name :/
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Feb-18
Have you looked in Samples/Projects ?
Title: Re: GLBasic V11 public beta
Post by: kanonet on 2013-Feb-19
Its not there if you did a fresh install of the last beta.
Title: Re: GLBasic V11 public beta
Post by: Schranz0r on 2013-Feb-19
Its not there if you did a fresh install of the last beta.

Yepp it was a "clean" install :)
No folder called native_gui
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Feb-19
How odd!  Obviously forgot to include it in the package...
Title: Re: GLBasic V11 public beta
Post by: Schranz0r on 2013-Feb-19
maybe someone can upload the folder?!
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Feb-19
It would be a bit big unfortunately.  At the moment there are a few syntax errors in it too...
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Feb-21
The icade issue is back as shown in the attachment and its in official V1.3 in my game using 11.2xx.

Its some where strange, it's don't happens all time, only happens in portrait mode, and it can been fixed by double click home button twice. So im still not sure it's a just a bug in greedy mouse or in glbasic yet.  I'm invistate that in this coming weekend.

So nonear a game breaker at all, and the game still play perfectly fine. So it's more a minor thing...

PS. its not there and behaiver correctly in 11.171, while the icade issue went back in 11.261 (and yes still not tested the 11.3xx yet). So I compile and uploade with 11.171 to Apple today, 11.261 works still excellent with Android which is more important.

[attachment deleted by admin]
Title: GLBasic V11 public beta
Post by: Kitty Hello on 2013-Mar-02
There's a new beta now, that can compile HTML5. It's not perfect and not compressed, yet. But it's a start. Android is told to have no sound? :(
Title: Re: GLBasic V11 public beta
Post by: Omadan on 2013-Mar-02
Where can I download? it says my version is up to date.

Thanks kitty
Title: Re: GLBasic V11 public beta
Post by: mentalthink on 2013-Mar-02
Omadan it's the first post...

For me Hmlt5 Compiles, but I don't know where it's the code Example, I rebember for make the main loop not it's:
while true, it's another command... I searching now...

I only do a print "Hello Html5",x,y and cost bit of time... but well html runs!!! Thanks Kitty!!!

 :-* :-*
Title: Re: GLBasic V11 public beta
Post by: Schranz0r on 2013-Mar-02
HTML5 not working for me...
Title: Re: GLBasic V11 public beta
Post by: mentalthink on 2013-Mar-02
@Schranz0r

For me compiles, but I can have nothing in the screen, but I think it's becuase the loop it's different than the while true... (Where it's the example of the Snow, I try to search but I don't find in any place?¿...  :'( )

HI I can confirm GLbasic runs fine whit HTML5, (only be a bit patient when load the Browser... not too much time, but I think if you put a lot of graphics the time can increase )

Be carefully, for HTLM5 works, you DON'T USE WHile true...

///FOR A SIMPLE TEXT Copy and paste this COde, rom Gernnot, but I think it's better stay here, perhpas you confuse like me and don't works never  =D


Code: GLBasic [Select]
LIMITFPS 60
STDOUT "In main game now\n"
GLOBAL stary%[]
DIM stary%[300]
FOREACH y IN stary[]
        y = -RND(400)
NEXT




// SETLOOPSUB "GLB_ON_LOOP" // - GLBasic V11 calls this at the END of "main"

STDOUT "finishing the main loop now\n"


@SUB GLB_ON_LOOP: // this is called by the framework after the "main" init module
        LOCAL spd% = 0, x% = 0
        FOREACH y IN stary[]
                spd = BAND(spd+1, 3)
                INC y, spd+1
                PRINT "*", x, y
                IF y>400 THEN y=-32
                INC x
        NEXT

        PRINT "Merry Christmas, HoHoHo", 32,(1+SIN(GETTIMERALL()/10.)) * 64+60

        SHOWSCREEN

ENDSUB
 

And only this...

Well some points , for me don't works...

Under paralell desktops, don't runs Chrome or Firefox, but in the MacOS outer the Virtual Machine in Firefox works, in Chrome I only see the buttons nothing like bakground or stars..

PS: For newbies, you can see in my image some blue lines, this it's a simple .png I put in the code (in the example above don't appears), only for you can see like HTML5 finally works, and we have another world to explore...

GLML5 <3 <3 :-* :-*
Title: Re: GLBasic V11 public beta
Post by: Schranz0r on 2013-Mar-02
OK you have to run the Editor as ADMINISTRATOR!

Now i can run Gernots examplecode:

Code: GLBasic [Select]
LIMITFPS 60
STDOUT "In main game now\n"
GLOBAL stary%[]
DIM stary%[300]
FOREACH y IN stary[]
        y = -RND(400)
NEXT

SETLOOPSUB "GLB_ON_LOOP" // - GLBasic V11 calls this at the END of "main"

STDOUT "finishing the main loop now\n"


@SUB GLB_ON_LOOP: // this is called by the framework after the "main" init module
        LOCAL spd% = 0, x% = 0
        FOREACH y IN stary[]
                spd = BAND(spd+1, 3)
                INC y, spd+1
                PRINT "*", x, y
                IF y>400 THEN y=-32
                INC x
        NEXT

        PRINT "Merry Christmas, HoHoHo", 32,(1+SIN(GETTIMERALL()/10.)) * 64+60

        SHOWSCREEN

ENDSUB
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Mar-02
So far with Windows 8 neither Chrome nor IE 10 will run the HTML 5 (just says it's "Preparing").  Also tried Safari, but that is the same thing.

I'll see what happens in XP (and Windows 7)

Windows XP is the same... this is odd (Chrome states the file has become unresponsive)
Same thing with Windows 7

This is with Gernot's example.  It is very strange...
Title: Re: GLBasic V11 public beta
Post by: D2O on 2013-Mar-02
Win8 und Firefox, Chrome, IE.
Hier läuft HTML5 genauso wenig.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Mar-02
I notice that the output.data file is 0 bytes - could that be the cause ?
Title: Re: GLBasic V11 public beta
Post by: mentalthink on 2013-Mar-03
For me not Mrt I have a couple of files and them are about 25kb, but I think this files don't works for nothing... really all the code it's into the Html file, isn'it?¿... :x

Sorry no?¿, if you delete the .data don't runs the Html file...
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Mar-03
If your output.data file isn't 0 bytes, then could you make it available here and I'll see if that makes a difference
Title: Re: GLBasic V11 public beta
Post by: mentalthink on 2013-Mar-03
Ok, I attatched to this post...

I take a look only a waith of this file, I think it's something referenced to the media folder... in this case this project it's a 3D geometry textured... this it's part of my game, in this case the output data it's about 160Kb... in the standard test 2D whit snow flocks only has 29 Kb...

I leave the 2 files into the Zip...
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Mar-03
So far those files just say "Preparing" too (Windows 8 ).

I'll try in XP now.  No, that doesn't work either.
Title: Re: GLBasic V11 public beta
Post by: mentalthink on 2013-Mar-03
For me works whit out problems, I'm using Windows 8, but really I have to execute in firefox in Mac...
I think this problems it's something in the Browser, or perhaps some plugin or add  on installed...

But really works and fine,.. the second example it's 3D textured, the texture it's a bit blurred, but I think it's for the res... but works quick and very very fine.

It's true under safari don't works too... always appears the loading bar and don't shows nothing...

Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Mar-03
The odd thing is Gernot's original example worked fine...

It does look as though some plug-in is needed.  Unfortunately the emscripten IRC are rather quiet so I don't know what is needed at the moment.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Mar-03
The IRC char people suggested looking at the developer console, and this what is being reported :

Quote
WARNING: using emscripten GL emulation. This is a collection of limited workarounds, do not expect it to work TestHTML5.html:48
XMLHttpRequest cannot load file:///C:/Users/Nicholas/Documents/GLBasic/TestHTML5/TestHTML5.app/output.data. Cross origin requests are only supported for HTTP. TestHTML5.html:96050
Uncaught Error: NETWORK_ERR: XMLHttpRequest Exception 101 TestHTML5.html:96050
still waiting on run dependencies: TestHTML5.html:48
dependency: datafile_C:UsersNicholasAppDataLocalTempglbasicoutput.data TestHTML5.html:48
(end of list) TestHTML5.html:48
still waiting on run dependencies: TestHTML5.html:48
dependency: datafile_C:UsersNicholasAppDataLocalTempglbasicoutput.data TestHTML5.html:48
(end of list)

Apparently Chrome wont do XMLHTTPREQUEST unless the -allow-access-from-files flag is used during compiling...
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Mar-03
Yes, I'm using Gernot's test routine.

I notice the full path is required for output data :

Code: GLBasic [Select]
dataFile.onprogress = function(event) {

      var url = 'C:\Users\Nicholas\AppData\Local\Temp\glbasic\output.data';


which may cause it...  However, I do think output.data should have a size > 0...
Title: Re: GLBasic V11 public beta
Post by: mentalthink on 2013-Mar-03
MrT I comment how I have my installation... it's something extrange... but perhaps works.
I put the 11 in the C:/ root, and I execute like Admin, perhaps if you don't execute GLbasic whit Admin provileges this file it's 0 Bytes... I think if this file don't contains data , the Html page don't shows nothing... I try to put the data file out of the same folder and then the Html File don't makes nothing...

About the problem under paralell desktops , for me don't works, I think it's something whit the deep of colors, something whit the resolution and behaviour of virtual graphics card.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Mar-03
GLBasic is running in Admin mode already (as it's needed to run properly in Windows 8 ).  However, I have been doing all the testing XP...

I'll try it in the root directory now...

Its only a slight improvement (this is in XP and Firefox) :)

Code: GLBasic [Select]
timer
rbow
rbow init
SDL_init video
SDL_GetVideoInfo = 320x200 @ 2 bpp. Screen 640x480
Requested SDL_OPENGL = 67108864
Requested double buffer
set up SDL for OpenGL mode
Setting video mode: 640x480x32 fl=4000000
Could not create canvas - [Exception... "Component returned failure code: 0x80004005 (NS_ERROR_FAILURE) [nsIDOMHTMLCanvasElement.getContext]"  nsresult: "0x80004005 (NS_ERROR_FAILURE)"  location: "JS frame :: file:///C:/test2/distribute/HTML5/test_.html :: Browser.createContext :: line 87865"  data: no]
SDL_SetVideoMode seems to be 1
Screen BPP: 32

I tried changing the temp directory to the root directory, but still get the usual Chrome problem (in XP) :

Code: GLBasic [Select]
till waiting on run dependencies: test_.html:48
dependency: datafile_C:GLBasic_v11Tempglbasicoutput.data test_.html:48
(end of list)
Title: Re: GLBasic V11 public beta
Post by: kanonet on 2013-Mar-03
Can someone confirm, that X_DRAWAXES is messed up in 11.322? (compiling for win)

BTW for me Gernots example code works with Firefox 19.0 on Win7 x64. My output.data is 0byte but it works.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Mar-03
Yes, DRAWAXES is a bit... weird...
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Mar-03
Tried the HTML 5 on a completely different computer, and whilst it doesn't work on Chrome, it does with Firefox...

Yes, FF works the others don't.

Been chatting to the emscripten IRC, and apparently the cause is the --pre-load file option.  Apparently it's something to do with cross origin loading rules (whatever that is) - for it to work with Chrome it MUST be launched from a website.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Mar-04
The compatibility results are quite interesting.

Only one mobile browser could cope with it (after trying Chrome, Dolphin, Firefox and Ninesky), and that is Firefox...  It was a bit slow, but when you are trying to animate 500 sprites, you cant expect miracles...

For desktop machines :

Anything in VirtualBox wont work (can't create a canvas) - tried with XP and Ubuntu.

Windows XP :

Firefox (V19) : OK Full Screen : OK
Chrome (V20) : No
Chrome (V22) : OK Full Screen : OK

Windows 7 :

Chrome (V22) : OK Full Screen : OK
IE 9 : No (no surprise there)

Windows 8 :

Firefox (V19) : OK Full Screen : OK
Chrome (V25) : OK Full Screen : OK
IE 10 : No (duh)

Ubuntu 12.04

Firefox (V12) : No

Ubuntu 12.10

Firefox (V16.0.1) : Somewhat.  First time was a crash; next it ran for a short time and then crashed

Other notes :

DRAWLINE is NOT available (currently) in HTML 5 - need to use DRAWRECT instead
X_SPRITE currently not implemented
PLAYMUSIC isn't implemented
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Mar-04
Don't think there is an option for that...
Title: Re: GLBasic V11 public beta
Post by: fivesprites on 2013-Mar-05
Is anybody else experiencing issues with sound on V11.322 on Android?  In other words - NO sound at all! :(

Same program works fine on Android using V10.  All sound plays on Windows, OSX, iPhone etc.

Just seems to be an issue with V11 and Android - has the move to SDL2 broken something?

Note: the output from "adb logcat shell" indicates the audio initialised ok.  However, the output from PLAYSOUND is always -1 (doesn't matter if I'm using .wav of .ogg - same result)

Code: GLBasic [Select]
V/SDL     (  829): SDL audio: opening device
V/SDL     (  829): SDL audio: wanted stereo 16-bit 44.1kHz, 1024 frames buffer
V/AudioPolicyManager(   83): getDeviceForStrategy() from cache strategy 0, device 2
V/AudioPolicyManager(   83): getOutput() stream 3, samplingRate 0, format 0, channels c, flags 0
V/SDL     (  829): SDL audio: got stereo 16-bit 44.1kHz, 4096 frames buffer
I/glbasic (  829): Init Finalized
V/AudioPolicyManager(   83): startOutput() output 1, stream 3, session 4
V/AudioPolicyManager(   83): getDeviceForStrategy() from cache strategy 0, device 2
V/AudioPolicyManager(   83): getDeviceForStrategy() from cache strategy 0, device 2
V/AudioPolicyManager(   83): getNewDevice() selected device 2
V/AudioPolicyManager(   83): setOutputDevice() output 1 device 2 delayMs 0 force 0
V/AudioPolicyManager(   83): setOutputDevice() setting same device 2 or null device for output 1
D/AudioHardwareALSA(   83): Calling setDevice from write @..1875.
I/AudioHardwareALSA(   83): Initialized ALSA PLAYBACK device AndroidPlayback_Speaker_normal
V/AudioHardwareALSA(   83): Set PLAYBACK PCM format to S16_LE (Signed 16 bit Little Endian)
D/AudioHardwareALSA(   83): Using 2 channels for PLAYBACK.
I/AudioHardwareALSA(   83): DEFAULT_SAMPLE_RATE is 44100, mDefaults->sampleRate is 44100
D/AudioHardwareALSA(   83): Set PLAYBACK sample rate to 44100 HZ
D/AudioHardwareALSA(   83): Buffer size: 4096
D/AudioHardwareALSA(   83): Latency: 92879
W/AudioFlinger(   83): write blocked for 83 msecs, 2 delayed writes, thread 0x2fee8

...

I/glbasic (  829): PLAYSOUND: -1
I/glbasic (  829): LASTERR: 0000 success
 

I've tried a complete uninstall/reinstall of GLB and have ensured the app is completely uninstalled from the Android device.

I've tested the same on 5 different Android devices with the same result - no sound.

Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Mar-06
Gernot has found that sound isn't currently working in Android for some reason.
Title: Re: GLBasic V11 public beta
Post by: BdR on 2013-Mar-10
Is anybody else experiencing issues with sound on V11.322 on Android?  In other words - NO sound at all! :(
No problems here, I'm using 16bit mono 44kHz .wav files and sound playback seems to works fine on (HTC Desire X, GLB v11.322)
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Mar-11
Thinking should test with 11.322 for android sound as well iOS iCade issue (which went back in 11.2xx, but works nice in v11.1xx). Something testing tomorrow.

Yes ts seen sound does init sound for sure, but us sld2 been more restrictive for wav used? Personally I'm allways uses 22khz 16bit mono for sound.
Title: Re: GLBasic V11 public beta
Post by: DaCarSoft on 2013-Mar-13
Thinking should test with 11.322 for android sound as well iOS iCade issue (which went back in 11.2xx, but works nice in v11.1xx).

Spacefractal: Do you have iCade issues with Apple devices (iOS) under beta 2.xx????   (I have not tested it) Can you test that under 11.322 please????     Which kind of problems???   Same as before??? (Screen with a line across the screen and borders in two corners)
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Mar-16
extractly the same as before, I have not tested with 11.322 yet, because its was needed to been fixed fast, so im just went back to 11.171. SInce 11.171 was nice and stable for iOS, im just used that rather than testing the newer version (but I will do that soon when possible of course, its might have refixed).

Also in 11.261 (all Android talk), I have found some wierd fix for some thing:

1. if im creating a bat file doing this:
Code: GLBasic [Select]
c:
cd "C:\Program Files (x86)\Android\android-sdk\platform-tools"
adb.exe install -r "D:\Dokumenter\Programmer\Glbasic\GLBasic\Greedy_Mouse\distribute\Android\bin\glbasic-debug.apk"
 

Then its seen ABD being much more stable than rather to trying to install with the glbasic default ant. Its still fail, but easier to see when its fail. So Im think a seperate bat file for installing ABD is a better what rater than trying to install directly?

2. if I override the BACK key, then multitasking doing much better and dosent crash on back as well home button:

Code: GLBasic [Select]
    public boolean onKey(View  v, int keyCode, KeyEvent event) {
                if(keyCode==KeyEvent.KEYCODE_BACK)
                {       Log.v("SDL", "keycode_back");
                        if(!event.isAltPressed()) // some handle alt+back as "circle"
                        {       Log.v("SDL", "keycode_back w/o alt-key -> finish?");
                                backpressed=1;
                        }
                        return true;
                }

        if (event.getAction() == KeyEvent.ACTION_DOWN) {
            Log.v("SDL", "key down: " + keyCode);
            SDLActivity.onNativeKeyDown(keyCode);
                        return super.onKeyDown(keyCode, event);
        }
        else if (event.getAction() == KeyEvent.ACTION_UP) {
            SDLActivity.onNativeKeyUp(keyCode);
                        super.onKeyUp(keyCode, event);
        }
        return false;
    }
 

howover not sure im did modificed onPause() too?

Code: GLBasic [Select]
    protected void onPause() {
        Log.i("SDL", "onPause()");
        Log.i("SDL", "glbasicOnPause(1=pause)");
                SDLActivity.glbasicOnPause(1); // 1=pause
                wl.release();   // Krakatomato
        Log.i("SDL", "super.onPause");
        super.onPause();
        Log.i("SDL", "   onPause done");
    }
 

This prevent Android to uses the Back button, which normally will crash when press on that. Howover sometimes its might call GLB_ON_PAUSE sub after pressed the BACK button, which means you need to do a JAVACALL to checkout if the backbutton have been pressed there (something like this):
Code: GLBasic [Select]
SUB GLB_ON_PAUSE:
        DEPRINT("GLB_ON_PAUSE() start")
        LOCAL result$=""
        IF device$="a" OR device$="ak"
                result$=CallJava$("back")
                IF result$="0"
                        suspend=1
                ENDIF
        ELSE
                suspend=1
        ENDIF
ENDSUB
 

The above was with 11.220 in mind, and im waiting checking the 11.322 later, until im got this bugfix release out for Greedy Mouse.

3. Sound in Android with 11.220 works pretty nice as well, both sound and music (im using either two or three buffers), but if Im use wav and playing them with MUSIC commands as they was sound, then the sound can been gone. That alternative sound fix was to fix eventuelly DELAY issue on some devices (where MUSIC mixer was more "stable" than SOUND mixer). But if you use SOUND commands in normaly way, its do works pretty nice in 11.220

With above in mind, then its take sometime to integrate the modifications to 11.322 im did, which is also why im not upgrade sson as possible, except if a important fix have been made.

4. Landscape orintation can go in wrong orientation, so as Im wrote before you need that java call and use that returned value to fix the orientation. Its was happens on my new Tab2 and its did fixed using that javacall (here im talk in fixed orientation modes, not the "sensor" mode, which works awesome).

POST EDITED TO BEEN MORE CLEAN AND MY GAME.
Title: Re: GLBasic V11 public beta
Post by: Jonás Perusquía on 2013-Apr-08
hey Kitty Hello, i think the translation of the "Setup: Pack&Go" feature is incomplete, since the language shown is German
Title: Re: GLBasic V11 public beta
Post by: nicoatek on 2013-Apr-12
Hi!
There are few problems for 3D in android with the last beta.

Without a call to X_AUTONORMALS, Android and windows won't produce the same effect.
It Seems the depth buffer is wrong in Android.
Title: Re: GLBasic V11 public beta
Post by: erico on 2013-Apr-16
Is anybody else experiencing issues with sound on V11.322 on Android?  In other words - NO sound at all! :(
No problems here, I'm using 16bit mono 44kHz .wav files and sound playback seems to works fine on (HTC Desire X, GLB v11.322)

Sound not working on my end either with the newer beta(It works with v10), I will take a look on the specs of the sound files like you said.
Thanks.
Title: Re: GLBasic V11 public beta
Post by: erico on 2013-Apr-16
Ops double post...

About the G-sensor, it was discussed on another thread that the latest version should work on android.
It does work, but not equal to v10, I have to run some tests to check what is different.
Title: Re: GLBasic V11 public beta
Post by: fivesprites on 2013-Apr-16
Quote
1. if im creating a bat file doing this:
Code: [Select]
c:
cd "C:\Program Files (x86)\Android\android-sdk\platform-tools"
adb.exe install -r "D:\Dokumenter\Programmer\Glbasic\GLBasic\Greedy_Mouse\distribute\Android\bin\glbasic-debug.apk"

Then its seen ABD being much more stable than rather to trying to install with the glbasic default ant. Its still fail, but easier to see when its fail. So Im think a seperate bat file for installing ABD is a better what rater than trying to install directly?

I've found that it's better to uninstall the application before installing it.  This ensures the media folder is cleared out too (which has caused me a few headaches in the past!).  To do this automatically, modify the glb_build.bat file and add the following before ::install (debug?)

Code: GLBasic [Select]
echo "Uninstalling"
:: uninstall (debug)
call "%ANDROIDSDK%\tools\ant\bin\ant.bat" debug uninstall

You should also refrain from doing anything in onPause() as that is no longer used by SDL (uses a native callback instead and onPause is commented out in newer versions of the beta).

I couldn't get sound/music to work at all in 11.322.  However, it's a moot point as GLB sound wasn't flexible enough (I needed to adjust the volume of sounds already playing).  Instead, I updated the SDLActivity to use SoundPool's and also a Mediaplayer instance for music.

I can now control the volume/rate of sounds already playing and the music plays great - no performance issues and it loops correctly.

Pause/resume seems to work ok on some devices (nexus 7 for example), but will crash the app on others (galaxy s1). 

Andoid is a NIGHTMARE! :)
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Apr-16
I'm pretty sure you should give gernot use those sound update :-), eventuelly in the code snippet in my thread :-). It's sound cool, even sound did work here, but in 11.2 which I'm use.
Title: Re: GLBasic V11 public beta
Post by: fivesprites on 2013-Apr-16
I'd happily share the code with Gernot, but I think his plan to use SDL for sound across all platforms is better than splicing in platform specific fixes.  I'm sure he's on the case :)
Title: Re: GLBasic V11 public beta
Post by: bigsofty on 2013-Apr-17
Gernot is overhauling the sound part of the GLB runtime, which is probably why its not working at the moment but if he succeeds, the new sound system will be much more powerful and flexible.
Title: Re: GLBasic V11 public beta
Post by: erico on 2013-Apr-17
That is really great, I´m having a lot of problems with v10 and repeated sound on android, things go wild and I have been trying to solve it for the past 7h :(
Is it worth for me to try out the latest beta and convert sound to the format it currently seems to work? :doubt:
Title: Re: GLBasic V11 public beta
Post by: fivesprites on 2013-Apr-17
Probably not a good idea to use v11.322 (latest beta) if you need sound on Android - it doesn't work at all.   

I use V11 beta as it fixes lots of bugs found in V10 (and performance seems to be a little better too).  However, having no sound, I had to write an extension to SDLActivity to support native audio (soundpools/mediaplayer).  It does work nicely, but I'd rather not do it this way - so I'm looking forward to better audio support in GLB.




Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Apr-20
that property why im stll uses 11.261, which do have sound, which works nice for Android. Im pretty sure this could been a nice alternative sound driver. Im guess its require a lots of java calls?
Title: Re: GLBasic V11 public beta
Post by: r0ber7 on 2013-Apr-27
Gernot is overhauling the sound part of the GLB runtime, which is probably why its not working at the moment but if he succeeds, the new sound system will be much more powerful and flexible.

I hope he succeeds. Do you know if this will this permit adjusting the panning of a sound during playback? I'm also curious about repeating music smoothly.
Title: Re: GLBasic V11 public beta
Post by: fuzzy70 on 2013-Apr-27
I am having an odd thing with Polyvectors in V11. It started with Bricks last Chequerboard post http://www.glbasic.com/forum/index.php?topic=9152.0 (http://www.glbasic.com/forum/index.php?topic=9152.0) which ran fine in V10 but just got a single colour screen in V11.

So I wrote the following quick test which again runs fine in V10 but strange problem in V11.
Code: GLBasic [Select]
// --------------------------------- //
// Project: v11polytest
// Start: Saturday, April 27, 2013
// IDE Version: 11.322


GLOBAL colours%[],colorder%[],loop%,xoff%=0,currcol = 0

DIMDATA colours%[],RGB(255,255,255),RGB(255,0,0),RGB(0,255,0),RGB(0,0,255),RGB(128,128,128)
DIMDATA colorder%[],0,4,0,4

FOR loop = 0 TO 3

        STARTPOLY -1

                POLYVECTOR xoff+loop          ,loop    ,0,0,colours[loop]
                POLYVECTOR xoff+loop          ,loop+100,0,0,colours[loop]
                POLYVECTOR xoff+loop+100      ,loop+100,0,0,colours[loop]
                POLYVECTOR xoff+loop+100      ,loop    ,0,0,colours[loop]

        ENDPOLY
        INC xoff,150
NEXT

SHOWSCREEN

KEYWAIT

xoff=0

FOR loop = 0 TO 3

        STARTPOLY -1

                POLYVECTOR xoff+loop          ,loop    ,0,0,colours[colorder[loop]]
                POLYVECTOR xoff+loop          ,loop+100,0,0,colours[colorder[loop]]
                POLYVECTOR xoff+loop+100      ,loop+100,0,0,colours[colorder[loop]]
                POLYVECTOR xoff+loop+100      ,loop    ,0,0,colours[colorder[loop]]

        ENDPOLY
       
        PRINT colours[colorder[loop]],xoff,110
        INC xoff,150
NEXT

SHOWSCREEN
KEYWAIT
 

As you can see the 1st part draws a white, then red,then green then finally a blue polyvector with no problems. However the 2nd part should draw alternating white & gray polyvectors which does happen in V10, but in V11 I get 1 white followed by 3 gray even though they are receiving the current colours passed to them (proved by the text printed below each polyvector).

Is there something I have missed with regards to polyvectors in V11?, like a command or flag.

Lee
Title: Re: GLBasic V11 public beta
Post by: fuzzy70 on 2013-Apr-28
Have done more tests & the problem seems to be if you set a colour to RGB(255,255,255). The following code cycles through all the combinations of 4 colours (RED,GREEN,BLUE,WHITE) in fan mode & strip mode, it then runs the test again but changing the white to just 1 value lower (254,255,255).

The 1st run of both tests produce errors in the output in that you never see a white box, however with the white colour change there are no errors.

No errors on any of the tests on V10 & also of note the text that is printed below the boxes is white in V10, whereas it changes colour to the box above it in V11.(BTW am running 11.322 so not aware if this is 322 specific or any other V11 beta). If someone else could test & confirm or deny these problems or if I am missing something please let me know.

Lee

 p.s only tested on Win7 as only thing I have  :D
Code: GLBasic [Select]
// --------------------------------- //
// Project: v10polytest
// Start: Saturday, April 27, 2013
// IDE Version: 11.322


GLOBAL grabcol%,colours%[],loop%,loop2%,loop3%,xoff%=0,c1$,c2%,c3$,c4%,conv%,errorcount%

DIMDATA colours%[],RGB(255,0,0),RGB(0,255,0),RGB(0,0,255),RGB(255,255,255)



conv%=Base_convert$(3333,4,10)

FOR loop3=0 TO 1
GOSUB test1
KEYWAIT
GOSUB test2
KEYWAIT
colours[3]=RGB(254,255,255)             // Change last colour to not perfect white
NEXT


SUB test1:      //Fan mode

        errorcount%=0
       
        FOR loop2=0 TO conv

                c1$=Base_convert$(loop2,10,4)
                c2=LEN(c1$)

                IF c2 = 1 THEN c3$="000"+c1$            //cba to write a padding function for this test ;)
                IF c2 = 2 THEN c3$="00"+c1$
                IF c2 = 3 THEN c3$="0"+c1$
                IF c2 = 4 THEN c3$=c1$

                FOR loop = 0 TO 3
       
                        c4% = MID$(c3$,loop,1)

                        STARTPOLY -1
       
                                POLYVECTOR xoff+loop    , loop    ,0,0,colours[c4]
                                POLYVECTOR xoff+loop    , loop+90 ,0,0,colours[c4]
                                POLYVECTOR xoff+loop+90 , loop+90 ,0,0,colours[c4]
                                POLYVECTOR xoff+loop+90 , loop    ,0,0,colours[c4]

                        ENDPOLY

                        PRINT c4,xoff,100
                        PRINT colours[c4],xoff,110
                        grabcol = GETPIXEL(xoff+loop+10,loop+10)
                        PRINT grabcol,xoff,120
                        IF grabcol<>colours[c4]
                                PRINT "Error",xoff,130
                                INC errorcount
                        ENDIF

                        INC xoff,100

                NEXT
               
                xoff=0
       
                PRINT c3$,0,140
                SHOWSCREEN
                SLEEP 100

        NEXT

        PRINT errorcount,0,0
        SHOWSCREEN

ENDSUB


SUB test2:      //Strip mode

        errorcount%=0
       
        FOR loop2=0 TO conv
               
                c1$=Base_convert$(loop2,10,4)
                c2=LEN(c1$)
               
                IF c2 = 1 THEN c3$="000"+c1$
                IF c2 = 2 THEN c3$="00"+c1$
                IF c2 = 3 THEN c3$="0"+c1$
                IF c2 = 4 THEN c3$=c1$

                FOR loop = 0 TO 3

                        c4% = MID$(c3$,loop,1)

                        STARTPOLY -1,2

                                POLYVECTOR xoff+loop    , loop    ,0,0,colours[c4]
                                POLYVECTOR xoff+loop    , loop+90 ,0,0,colours[c4]
                                POLYVECTOR xoff+loop+90 , loop    ,0,0,colours[c4]
                                POLYVECTOR xoff+loop+90 , loop+90 ,0,0,colours[c4]

                        ENDPOLY

                        PRINT c4,xoff,100
                        PRINT colours[c4],xoff,110
                        grabcol = GETPIXEL(xoff+loop+10,loop+10)
                        PRINT grabcol,xoff,120
                        IF grabcol<>colours[c4]
                                PRINT "Error",xoff,130
                                INC errorcount
                        ENDIF

                        INC xoff,100

                NEXT

                xoff=0

                PRINT c3$,0,140
                SHOWSCREEN
                SLEEP 100

        NEXT

        PRINT errorcount,0,0
        SHOWSCREEN
ENDSUB

FUNCTION Base_convert$: number$,frombase%,tobase%

        LOCAL charset$="0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ"
        LOCAL loop%,value%,temp%,result$

        number$=UCASE$(number$)
        IF frombase < 2 OR frombase > 36 OR tobase% < 2 OR tobase% > 36 THEN RETURN number$
        FOR loop = 1 TO LEN(number$)
                value = INSTR(charset$, MID$(number$, loop-1, 1))
                IF value < 0 OR value >= frombase THEN RETURN
                temp = temp + value * POW(frombase,(LEN(number$) - loop))
        NEXT

        IF temp < 0 THEN RETURN number$

        result$ = ""

        REPEAT
                value = MOD(temp,tobase)
                temp = FLOOR(temp / tobase)
                result$ = MID$(charset$, value , 1) + result$
        UNTIL temp <= 0

        RETURN result$

ENDFUNCTION



// Uncomment for GLBasic V10
//FUNCTION Floor%: value%
//      RETURN INTEGER(value)
//ENDFUNCTION

 
Title: Re: GLBasic V11 public beta
Post by: fivesprites on 2013-Apr-28
Both of your test programs work fine for me using V11.322 on Windows 7 (64bit).  All colours show and 0 errors.  Your previous test program shows alternating grey colours as expected.

//Andy
Title: Re: GLBasic V11 public beta
Post by: fuzzy70 on 2013-Apr-28
Cheers Andy,

Now the hunt for what is making V11 go weird on my pc :(

Lee

Sent from my HTC Wildfire using Tapatalk 2

Title: Re: GLBasic V11 public beta
Post by: fuzzy70 on 2013-Apr-28
Have made some progress, it appears to be the graphics driver settings (Nvidia). Attached is some pics with what's good & bad with regards to V11.322 on my machine, however no matter what the settings are they do not give the same problems on V10.283 which leads me to believe that something has changed with regards to how the graphics commands are called/set-up in V11. As you can see it is the Anti-Aliasing settings which seem to be causing the problems I am having with V11.

Also note that in the last screen grab comparing the V11 & V10 output I am still experiencing problems with the colour of the text printed below the polyvectors. With the graphics driver on the BAD settings all of the text beneath the polyvector are the same colour as the polyvector, in the GOOD settings only the 1st 2 lines change colour but the lines below are their expected white. Again, in V10 no problems at all and all text is white like it should be.

I also tested in Win7 x64 (my machine is dual-boot) & got the same results, the graphics driver on that is a few versions below the current due to it not being that important as it is used primarily as a music daw.

Lee

   
Title: GLBasic V11 public beta
Post by: Kitty Hello on 2013-Apr-29
Oh! I have that problem on the Raspberry!!!! I must find out how to fix it programstically.
Title: Re: GLBasic V11 public beta
Post by: fuzzy70 on 2013-Apr-30
Both worked fine on Fivesprites machine, however am not sure of their gfx card & what driver settings they have.

Not had any other responses so either works on theirs or no-one else has tried it lol.

More than likely its just my machine being an arse.

Lee

Sent from my HTC Wildfire using Tapatalk 2

Title: Re: GLBasic V11 public beta
Post by: DaCarSoft on 2013-Apr-30
Hi...

I have an iPad 4 (iOS 6.1.3) and I'm testing the last Beta 11 with the last version of Xcode.

I'm having troubles when testing it, the program crashes when I change to other app and back to the GLBasic's program, it did not enter in "ON_RESUME".

Xcode wrappers also does not work properly, but it works on previous GLBasic 11 versions.

I'm trying to find the origin of the problems to solve it, someone more is having the same problems as me???

Regards.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-May-17
A new beta is now available (the version number of the installer is incorrect).
Title: Re: GLBasic V11 public beta
Post by: fivesprites on 2013-May-17
There's an issue with this build for Android (doesn't affect Windows and I don't know about other platforms yet):

Sound does work, but -

SETCURRENTDIR works for file access but LOADSOUND does not pick the filepaths up correctly.  Doing LOADSOUND "Media/mysound.wav" works fine.

Also, a minor issue is that the log_e.gbas file that normally explains the updates/changes made is out of date - it's missing entries for previous beta's and also this one.

//Andy
Title: Re: GLBasic V11 public beta
Post by: Kitty Hello on 2013-May-17
Yes. There's some versioning bugs and I'm currently overhauling the HTML5 part for a much better experience. But it's about to get into a solid state now.
Title: Re: GLBasic V11 public beta
Post by: spicypixel on 2013-May-17
Can someone post a project (zipped) please that will compile to html5 because I can't get anything to work :)
Title: Re: GLBasic V11 public beta
Post by: mentalthink on 2013-May-17
HI spicypixel, I did this today, works , but only in Firefox in mac, in windows whit firefox and Chrome doesn't works....

Title: Re: GLBasic V11 public beta
Post by: matchy on 2013-May-17
It is very exciting to see that GLB can run on RaspberryPI for the first time at 60fps now.   :booze:   :good:  :-*
Title: Re: GLBasic V11 public beta
Post by: spicypixel on 2013-May-18
HI spicypixel, I did this today, works , but only in Firefox in mac, in windows whit firefox and Chrome doesn't works....

Is there a windows browser this will work on?
Title: Re: GLBasic V11 public beta
Post by: erico on 2013-May-18
Dosen´t work on chrome/explorer on my end.
Strange is that some other examples did work on chrome here.
Title: Re: GLBasic V11 public beta
Post by: Hark0 on 2013-May-18
HI spicypixel, I did this today, works , but only in Firefox in mac, in windows whit firefox and Chrome doesn't works....

:D

(Casualidad de pregunta eh?) ;)
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-May-18
Try this (using the latest beta) : https://dl.dropboxusercontent.com/u/25216439/HTML%205/Starfield.html

Remember that you have to use something other than  IE
Title: Re: GLBasic V11 public beta
Post by: spicypixel on 2013-May-18
Try this (using the latest beta) : https://dl.dropboxusercontent.com/u/25216439/HTML%205/Starfield.html

Remember that you have to use something other than  IE

Doesn't work in Chrome here. That's why I was asking for a project so I could try something I knew worked in windows and to nose at the code structure to see if there were specific things needed to set up etc..
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-May-18
I've included the project.  It is very weird - it was working in Chrome, but now it doesn't...

It's possible it must be run from a website rather than something like Dropbox...
Title: Re: GLBasic V11 public beta
Post by: spicypixel on 2013-May-18
I've included the project.  It is very weird - it was working in Chrome, but now it doesn't...

It's possible it must be run from a website rather than something like Dropbox...

Well this is your code online and it still doesn't work in Chrome? Thoughts?

http://www.spicypixel.net/HTML5/Starfield.html (http://www.spicypixel.net/HTML5/Starfield.html)
Title: Re: GLBasic V11 public beta
Post by: kanonet on 2013-May-18
It works perfectly in Firefox 21.0.
Title: Re: GLBasic V11 public beta
Post by: spicypixel on 2013-May-18
It works perfectly in Firefox 21.0.

Absolutely! Looking very nice too :D Not wanting to go off-topic but in your routine MrT I was trying to add depth shading but this failed...
Code: GLBasic [Select]
LOCAL shaded%
shaded% = ABS (250 - (stars[i][2]/20))
DRAWRECT scx/2+stars[i][3], scy/2+stars[i][4], 1,1,RGB(shaded%,shaded%,shaded%)
 

Looks nice that's why I'm playing lol, sorry as this is off-topic, PM me if necessary.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-May-18
I don't know why it suddenly stopped working with Chrome - very weird.

But it does work fine with Firefox... 

So, when testing HTML 5, always try in Chrome, Firefox and any others you have around.

And try this : https://dl.dropboxusercontent.com/u/25216439/HTML%205/SIN_COS.html

Some sample programs currently work fine, some somewhat work and some don't at all.  The Scramble demo partly works - the main problem being the graphics aren't in the Media directory.  The 3D maze slightly works in that there is a map but no 3D...
Title: Re: GLBasic V11 public beta
Post by: kanonet on 2013-May-21
Is this the right place for bug reports? Currently I found two:
1. Good that Samples\_Projects_\native_gui\glb_GUI_Editor got included again in this beta. But on Windows it does look strange until I resize or maximize the window. And it does not compile for Linux (of cause I defined GUI_WANT_GTK).
2. SETORIENTATION does not work on windows for mousestate, drawrect, print and probably some other 2D commands, but work fine for 3D commands. No problem under Android. was just my strange code, sorry
Title: Re: GLBasic V11 public beta
Post by: Schranz0r on 2013-May-21
Wow Gernot!

thx for the Betaupdate, looking realy nice so far!
And thx for your HARD WORK on V11  <3

We need the "Buy me a Beer" button back! :D
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-May-21
Today finally testing the new version after using v11.2 (which im still have of course).

Im have tried to compile Karma Miwa to HTML 5.

Here is the result:
(http://dl.dropboxusercontent.com/u/3236515/chicken/karmamiwa-html5..png)

- SETSCREEN cause a crash.
- POLYVECTORS not working very well. Text missing is also used POLYVECTOR as well the mountian and the overlay filter.
- If im use SHOWSCREEN outside GLB_ON_LOOP, then Firebox cause the script to being to slow. Its not a problem in general gameplay at all, but.... Loading is a problem, if you want to show a loading bar. Its not really possible at all in html 5, and thinks threading is required. Loading resourse might sometimes been slow too.
- Im could not test the game its self, due landscape was not shown etc at all (due, yes, POLYVECTORS).

Howover the perforcements in the menu was quite very nice. So wrapping its could im not see a problem in the future. The html file was 12mb.

PS. Chrome (downloaded today) hanging on Preparing, and IE also not working. Same in IE. Not sure why?

Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-May-21
IE wont run HTML 5 stuff unfortunately.
Title: Re: GLBasic V11 public beta
Post by: fuzzy70 on 2013-May-21
M$ said "webgl is not secure" or something like that & won't support it. Probably why they came out with silverlight.

Lee

Sent from my HTC Wildfire using Tapatalk 2

Title: Re: GLBasic V11 public beta
Post by: spicypixel on 2013-May-22
M$ said "webgl is not secure" or something like that & won't support it. Probably why they came out with silverlight.

M$ giving reasons why they are behind again in the web race, Windows isn't secure maybe they should concentrate on that before firing bullets :D
Title: Re: GLBasic V11 public beta
Post by: fuzzy70 on 2013-May-22
M$ said "webgl is not secure" or something like that & won't support it. Probably why they came out with silverlight.

M$ giving reasons why they are behind again in the web race, Windows isn't secure maybe they should concentrate on that before firing bullets :D

I don't think Windows will ever be totally secure while it is the most available OS, the bigger the market/product the more chance of hackers targeting it.

M$ said "webgl is not secure" or something like that & won't support it. Probably why they came out with silverlight.

Lee

Sent from my HTC Wildfire using Tapatalk 2

wasn't it the other way around?  M$ came out with Silverlight  -  and then started saying 'WebGL is not secure" ?

May have been that way Ocean  =D, the two are linked I believe but my memory is a bit hazy on what order they came in as not a M$ follower like I used to be.

Lee
Title: Re: GLBasic V11 public beta
Post by: DaCarSoft on 2013-Jun-04
Hi...

I was searching a way to solve my problems related to iPad 4/iPhone 5 problems and GLBasic 11 (last beta).

I had to create a new Xcode project to let my wrappers work without strange errors, I can't use the project generated from GLBasic. If I add my .mm wrappers file to the original GLBasic's Xcode project, Xcode won't compile (ARM7 errors). I have not tested it yet under iPhone 4 or older devices...

Also, under iPhone 5 it does not use the entire retina screen (1136 x 640), it only uses 960 x 640 dimensions like iPhone 4, I suppose that Gernot already knows it. I suppose that a little change to let GLBasic recognize this new screen size is needed until...

Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Jun-04
did you added a blank 1136x640 startup image in xCode? Glbasic might not do that automatic.

Alsocurrectly im have a very strange slowdown issues with Windows version of Greedy Mouse, that should never been happens. When im start the game, its run only at 30fps with full cpu usage as shown here:
https://dl.dropboxusercontent.com/u/3236515/GreedyMouse/slowdown_wrong.jpg

But after a while (any from 2-3 seconds to never), its suddently change to more correct with 50fps (which Im was set it to) and only 10-15% cpu usage:
https://dl.dropboxusercontent.com/u/3236515/GreedyMouse/slowdown_correct.jpg

PS. Howover due the above issue im might fix the game to only run in 30fps mode, until both P (Paint() in ms) and M (DrawMap in ms) turns to normal.

PPS. If im use LIMITFPS 30, its seen the strange issue is gone, hm... strange.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Jun-05
That is odd - I haven't noticed any slowdowns in the beta.

One thing it is time for though and that is multi-touch mouse input for Windows - Intel Windows 8 tablets are due soon...
Title: Re: GLBasic V11 public beta
Post by: Kitty Hello on 2013-Jun-06
@spacefractal - might be interarnally increasing arrays until the size finally fits? Try DIM in them once and then REDIM array[0] to remove elements, but keep memory intact...
Title: Re: GLBasic V11 public beta
Post by: Wampus on 2013-Jun-14
The HTML5 side of things is getting exciting. Has anyone put up any live browser games yet?

Couple of tests below I did this evening:-

A test of the isometric code thingy. Got this working in Firefox on Nexus 7 too! (http://www.livingmidnight.com/testiso/isometricdemo.html)

PowFish in a browser. (warning: big download and takes some time to initialise so be patient) (http://www.livingmidnight.com/testpow/PowFish.html)
Title: Re: GLBasic V11 public beta
Post by: Jonás Perusquía on 2013-Jun-14
I still don't have sound on Android, what about you my friends?

Anyway, thank you Kitty Hello for the update! :)
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Jun-14
im heard about the sound bug, you need to add path to the sound files as GETCURRENTDIR$() does not work, but sound do work for sound, etc "Media/sound/whatever.wav":
http://www.glbasic.com/forum/index.php?topic=8544.msg78812#msg78812
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Jun-14
slowdown issue:
im are now home from vaccation and looking on the strange slowdown error. By now, there is no pattern at all. Sometimes cpu usage fall to around 5 procent and have full framerate, other times, graphics paint go insane and slowdown the game and use all cpu usage. That even im idle in the game and dosent move at all and does not use any special code. Very very strange (its in Greedy Mouse and seen its only effected Windows).

something bug in SHOWSCREEN or?

Today im got a different strange error in the colored POLYVECTORS in the newst beta (not sure its happens in previous version, or its was a bug in the code):
After im draw the yellow font, then rest of the game after that call would draw in yellow too (that all commands, not just POLYVECTOR). The color in ENDPOLY did simply not reset.

Howover a nice little simple fix is do simply simply call the same POLYVECTOR with white color, before a ENDPOLY. etc something like this:
 
Code: GLBasic [Select]
POLYVECTOR PX, PY+size, aceii[tasc].x, aceii[tasc].y+fontsize, color
POLYVECTOR PX, PY+size, aceii[tasc].x, aceii[tasc].y+fontsize
 

Its did works here.
Title: Re: GLBasic V11 public beta
Post by: Wampus on 2013-Jun-14
spacefractal, that second problem you mentioned, is that only in Windows too?
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Jun-14
im have not tested on other systems yet. But its a easy fix anyway. Im confirm all iOS before v1.3 have been repear, etc the famous iCade windows issue (those that got fixed in v1.2).

Im happy im have save all my betas, so im just countinue to use v11.2 for iOS, which works great for me. For Android you can use the newset version (im thinks the sound issue can been fixed by your self now).
Title: Re: GLBasic V11 public beta
Post by: kanonet on 2013-Jun-14
Effecting color from earlier commands has been there at least for a long time, but I never saw it as a bug.
Title: Re: GLBasic V11 public beta
Post by: Jonás Perusquía on 2013-Jun-15
im heard about the sound bug, you need to add path to the sound files as GETCURRENTDIR$() does not work, but sound do work for sound, etc "Media/sound/whatever.wav":
http://www.glbasic.com/forum/index.php?topic=8544.msg78812#msg78812
Thank you :) for this i should disable GETCURRENTDIR$() command right?  just adding "Media/file.ogg" to the PLAYMUSIC command did not work
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Jun-15
its mightbeen the sound only and not music. Im have not tested Android with v11.4 yet, because im have not moved the java communications over yet. GETCURRENTDIR$() should works for other than sound/music, its should just got ignored here.

Also its have been confirmed iPhone 5 resolution do work, since DaCarSoft have confirmed that. Howover the game did use a eailer v11 beta, where iCade bugs & rotations was fixed, before they got repeared. So its property a Xcode issue here.
 
Title: Re: GLBasic V11 public beta
Post by: kanonet on 2013-Jun-15
You mean SETCURRENTDIR, not GETCURRENTDIR right?
Title: Re: GLBasic V11 public beta
Post by: Jonás Perusquía on 2013-Jun-16
You mean SETCURRENTDIR, not GETCURRENTDIR right?
right xD
its mightbeen the sound only and not music. Im have not tested Android with v11.4 yet, because im have not moved the java communications over yet. GETCURRENTDIR$() should works for other than sound/music, its should just got ignored here.
for me, both aren't working under Android 2.3.7
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Jun-16
Sure you have thec latent beta?
Title: Re: GLBasic V11 public beta
Post by: fivesprites on 2013-Jun-16
I've only found issue with setcurrentdir for Android sound in the latest beta.   If I don't use this and explicitly put the path then it works fine.
Title: Re: GLBasic V11 public beta
Post by: Jonás Perusquía on 2013-Jun-17
I've only found issue with setcurrentdir for Android sound in the latest beta.   If I don't use this and explicitly put the path then it works fine.
I think it's the same for me, also running latest beta

EDIT: Also im having another issue, the command MOUSEAXIS() doesn't seem to work under Android also.
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Jun-17
Im thinks that MOUSEAXIS() bug have been in a while? Howover you can fix that by doing a function instead based on MouseStates, which could double the command. So its a possible workaround here and its a easy one. Android does also not have a wheel at all and should report zero anyway.

Also iPhone 5 is today required to support or Apple well reject its automatic by a error. So Arm 6 support need to been removed, because Apple not support that anymore due that. Also its a bit sad the iCade and orientation issue have been back after DaCarSoft excellent fixes (im happy to use v11.1xx for iOS dev until then and Later version for Android after the "Sensor" orientation fix).

To support iPhone 5 seen to just been adding the Dummy Image under iPhone Project / Targets IPone / Lunch Images to Retina (4-inch). The image can just been blank and does not need to been have any content on that. Im thinks iOS uses that to detect the app does support iPhone 5 or not. Xcode should ask that if missing, if not, add that image manually. Then iPhone 5 supports should been spot on.
Title: GLBasic V11 public beta
Post by: Kitty Hello on 2013-Jun-17
how can the icade bug be in again? oh man. what was that fix again?
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Jun-17
yes its have been a while, and its was DaCarSoft that did fixed them and gave them to you, until it brokes after v11.171. Im found about its after a Greedy Mouse update and saw the iCade window when rotated, and then needed go back to v11.171, and reupload to Apple again. Im trought you never did reply to him for some reason, or im do thinks the issue might have completly been forgotten at all, due the focus on html5 of course.

Me thinks some source code might have been overwrote in some reason, but only a wild guess.

So by now im do keep my v11.171 version, which im like for iOS deploy (for Android im uses a newer version).
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Jun-22
finally tested the newset 11.414 beta for Android, and moved all my changes to that as will using AndroidExtras changes.

- Im confirm music as well sound in Android do work, but you do need to give full path to the file (etc using GETCURRENTDIR$()).
- Multitaskning do partically works. Howover there is a one minor issue:

When you press home, and double click on the icon (not using the taskbar, which seen works), then the app might freeze. Not sure its a bug in the game or in glbasic.
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Jul-01
Im tried Update both ndk and sdk to v4.0 (due prepare ouya dev), using API 14.

Here result:
- Greedy Mouse still works on htc desire hd (detected API 10), which is nice.
- multi taskning is still have issues when resuming.
- sound still works with full path.
- rotation require "ScreenSize" to been added in manifest for "sensor", or it's will freeze instead (on Samsung Tab2). Rotation still worked for the htc device.

Most important right now is get the multi tasking to work better. Here it's somewhere unstable, but game still fully playable. Fivesprite: did you fixed that one I'm could look on? Then I'm give a new sdl to you as well.

So with early test with sdk 4.0 with build tools from newest version, I'm think its safe to upgrade to that in near future (gernot, im can send my android folder to you to tryout). By updating sdk allow us to add more services like ads (often require 2.3), full ouya support with inapp purchase and so on. The sdk weight around 190mb, about 15mb more than the current one. In new beta it's might been best as new platform for allow more tests, before eventuelly remove sdk 2.2.

Also market for froya (2.2) is today pretty small. Also I'm did not update to jelly bean for ndk reason, but should been very easy.

Ps. Due adb issues, not tested the adb install from bat file throught.
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Jul-06
im have upgraded api SDK as well NDK as im wrote in the OUYA thread.

Im gonna thinks android-sdk-windows folder is NOT required to been included, which can take many mb and there is no more neccetly to include an SDK at all! That can save a lots of download size.

Instead people could download the lastest and create a little tool to copy the sdk files to the property place (which is required anyway due android ADB drivers).

Its seen only two change is required to perfom and use any SDK people want to use:
1. copy Compiler\Android\android-sdk-windows\tools\android.bat top to that one SDK uses. That one SDK uses dosent work with the included SDK.

2. change a line in compiler\platform\Android\bin\glb_build.bat in that line:
call "%ANDROIDSDK%\tools\android.bat" update project --name "glbasic" --path "%GLB_PROJ_PATH%" --target "android-8"

android-8 can been changes to whatever api you want to uses.

mightbeen a little tool in the extras could do that job, which could been run in the first startup?

Also the same tool could been created to change eventuelly templateproj by just renaming them or copy from a another folder.

This is something im can look on later, but the tool would been created in BLitzMax, the language im prefer doing tools like those.

Howover updateing NDK can take some time, which should been included in one of the future beta, which im send to Gernot.
Title: GLBasic V11 public beta
Post by: Kitty Hello on 2013-Jul-06
Excellent. How about a simple env variable to point to the Android SDK?
ANDROID_HOME="..."

Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Jul-06
That could works. That one im used was adt-bundle-windows-x86-20130522 from the android sdk webpage as well the newset NDK.

Im updated the whole sdk without so much issue, except that android.bat file and a one change on the glb_build.bat to use that api you want to use (im have api-14 and api-16 in my sdk used).

When Dropbox is installed, im put the zipped android folder with updated SDK and NDK (where im do include android-sdk-windows for you to check), and will put a link into the bonus section (im thinks others is interessed and im wont want this public).

Im could even uses api-8 if im want.

Howover the next problem is still that templateproj folder, which im want to been a choiceable, or simply using a another env variable eventuelly.

PS. Bear in mind, you need to use the normal android.bat you use with sdk-8, because the official one from api-14 and api-16 diddent work. here just copy it as androidglbasic.bat and start that instead of android.bat (if its dosent exists, copy to that).
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Jul-06
That might be an option - you give a list of Android NDK paths and the compiler could then give you an option to use which one you want
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Jul-06
the updated NDK should been included with glbasic me thinks, not all files must been copied. Here its better and lots easier to do that with SDK, which is the main part.

You only need one SDK, and that SDK can include more than one api included (which is what im like), which can been pointed with the --target "android-8" argument (8 replaces of course).

PS. The newest NDK do only supports up to api-14, but you can still use a higher SDK api for the java part.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Jul-06
Would certainly save time :)
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Jul-06
look in the bonus sections (those of you, that have over 100 posts). there is a android zip file with the upgraded sdk and ndk. OUYA support still need to been done, but that is in the templateproj and then does not require a redownload. That only for those which want to use a newer api sdk and help to Gernot. Im dont want to have this file public, so hence im used the bonus section.
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Jul-23
while im creating my Android Game Controller support to glbasic (which is not supported here), im compiling for api-16 those days.

Howover im gonna think for multiply templateproj support (which im highely very recommended to do that), then templateproj could been called as templateproj-16 for SDK 4.1 and templateproj-8 for the current platform api glbasic uses (for compatible sake).

You also dont need multiply sdk, only platform apis you want to use (im have android-14, android-16 and android-17 right now) n the platforms folder in the sdk to compile to different platforms and only one line change to glb_build.bat is required.

when building for android, they could simply just show which api its use as a new platform or in a project option.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Jul-24
Do these joypads have vibration systems ?
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Jul-24
im dont think OUYA have, but im have not looked on the API about vibration to usb devices, so that will been unsupported for now.
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Sep-08
im have to write the SDK 4.0 upgrade did not breaks on Android 2.3 devices.

So no reason to stick with the old SDK 2.2 anymore, which is defuct today. So please update it to SDK 4.0 in next glbasic update. Howover this can also been done manually, which can been done from the bonus section. This also might fix some of damn off ADB issues.

My future Android project will made with SDK 4.0 and will no longer checks to compatible with SDK 2.2.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Sep-11
One thing that would be nice to have once V11 is released, is perhaps update the Showroom to allow HTML 5 submissions, taking care to make sure that only GLBasic programs are accepted.
Title: Re: GLBasic V11 public beta
Post by: Moru on 2013-Sep-14
My Raspberry Pi displays cyan color when I use my white font. If I do a drawrect with RGB() to set the color, I get dark blue text instead, no matter what color I use in the RGB. Is the raspberry pi code finished or is there still things to fix?

Code: GLBasic [Select]
SETCURRENTDIR("Media")

LOADFONT "font.png", 1
SETFONT 1
GLOBAL count = 0
GLOBAL mx%, my%, b1%, b2%

WHILE KEY(1) = 0 AND b1 = 0
        MOUSESTATE mx, my, b1, b2

        DRAWRECT 250,270, 49,49, RGB(255,0,255)

        PRINT "f00 ff0 0f0 0ff 00f f0f", 0, 320, 1
        PRINT "Count "+count, 100,150, 0
        PRINT "X", mx, my
        INC count
        SHOWSCREEN
WEND
 

PS: To run the bin files on raspbian you need to remove the ".bin" from the filename and make it executable by rightclicking and set the executable flags.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Sep-14
Sounds like a slight problem :)
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Sep-14
It could well be 16-bit...
Title: Re: GLBasic V11 public beta
Post by: matchy on 2013-Sep-17
DRAWLINE shows it's correct colour but not DRAWRECT nor DRAWSPRITE. It's like red is missing so it could be that.
Title: Re: GLBasic V11 public beta
Post by: Kitty Hello on 2013-Oct-05
OK, another beta is online. I think this is quite stable now.
Here's the changelog:
Code: GLBasic [Select]

// 11.261-beta (which is 11.556, really (forgot to change that) )
        // ATTENTIONS:
        //   -GLBasic V11+ defaults to: ALPHATESTING 1; ALPHAMODE -1;
        //    Blending is faster than cookie cutting on mobile devices.
        //    If, however, you do ALPHAMODE 0 now, you WILL SEE TRANSPARENT AREAS FILLED!
        //    Always do ALPHAMODE -1 - OR - do ALPHATESTING 0.05 to get the old V10 behaviour.
        //
        // Editor:
        //    Context menu offers "Google" option.
        //    Option to disable splash screen implemented.
        //    TYPEs are listed in jump-bar.
        //    Context menu of tabs improved.
        //    Click mouse wheel on a tab to close it.
        //    Context menu: "tools/insert date" was added.
        //    Incorrect highlighting of e.g. "read%" to "READ%" fixed.
        //    Fixed Windows 7/8 Jumplist feature (only displays projects)
        //
        // Samples:
        //    _projects_\native_gui added. A win32 and GTK wrapper based native GUI
        //        with an dialog editor.
        //
        // New Command:
        //-    FLOOR() and CEIL()(manual)
        //    HEX$()
        //    SETLOOPSUB
        //    IIF(expression, on_true, on_false)
        //    X_OBJADDVERTEX_NORMAL - call before X_OBJADDVERTEX to user define the normals.
        //                            Set X_AUTONORMALS to 0 beforehand.
        //
        //    PLATFORMINFO$("DPI") returns the DPI (dots per inch) of the display (ca. values).
        //                         fixed to work on Android.
        //
        // Compiler:
        //    Uses string pooling for constant strings to gain more compact binaries.
        //    ?ELSEIF implemented.
        //    Output of GPCxxxx error numbers for searching in the forums.
        //    Nested ?IFDEF did not work sometimes.
        //    GBAL - libraries are working again. (Editor didn't pass them to compiler)
        //
        // Core:
        //    *** New Defaults: ALPHAMODE -1; ALPHATESTING 1 ***
        //    SAVESPRITE - png does not include palette information (smaller files)
        //    ASR() always returns a positive number (treat input as unsigned int32)
        //    If CREATESCREEN fails, GETSPRITESIZE will return 0,0.
        //    LIMITFPS has optional vsync parameter (not all platforms supported).
        //    Faster handling of constant strings.
        //    ALLOWESCAPE didn't work on console apps (NETWEBEND always ended)
        //    New data type: int64. Demo: LOCAL i64 AS int64; i64 = ...
        //        FILESEEK and GETFILESIZE work with int64 now.
        //    RETURN a=b // code was converted to "return a=b" instead of "a==b".
        //    CREATESCREEN 1,1,..; MEM2SPRITE 1,... <- screen was no longer attached to sprite.
        //    REDIM a%[0] did not internally set the count variable to 0. FOREACH failed then.
        //
        // Mac, Linux:
        //    AUTOPAUSE FALSE was ignored.
        //
        // Win32, WinCE:
        //    KILLFILE can also remove empty directories.
        //
        // Android:
        //-    PLATFORMINFO$("DOCUMENTS") returns external SD card directory
        //-    PLATFORMINFO$("APPDATA")   returns internal storage (same as before)
        //       if you need the old documents, use PLATFORMINFO$("APPDATA")+"/.."
        //    PLATFORMINFO$("LANG") now returns java.util.Locale.getDefault().getLanguage()
        //       instead of getDisplayCountry()
        //
        //    Better compiler optimization flags for faster results.
        //    Support for pause/resume.
        //    Copying of initial Media directory indicated with idle animation.
        //    Rotating the screen with manifest.xml:
        //        <activity android:screenOrientation="sensor"
        //                  android:configChanges="keyboard|keyboardHidden|orientation"
        //        works now. GETSCREENSIZE and GETDESKTOPSIZE will be changed.
        //    GETJOY*() return values in factors of G (again).
        //    Z-buffer was not created.
        //
        // iPhone:
        //    Retina of "new iPad" supported. If you pick 1024x768 or 768x1024 you get the
        //        compatible iPad1/2 mode.
        //    PLATFORMINFO$("ID") returns unique string w/o depending on hardware.
        //        (uses file in PLATFORMINFO$("APPDATA")+"/glbasic.deviceid")
        //    iphone.xcl file was ignored.
        //
        // 3D:
        //    X_PRINT has optional kerning parameter.
        //    X_PRINT faster on mobiles.
        //    X_LOADOBJ "",n% didn't free the memory (for X_GENOBJ).
        //    Shadows of animated X_DRAWANIM objects were not interpolated properly.
        //    drawing to offscreen offset the results if screen and offscreen height differed.
        //    X_DRAWAXES was buggy.


 
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Oct-05
HTML 5 compiling seems to stop at
"INFO     root: (Emscripten: Running sanity checks)"

It works once I deleted the conf_sanity file in Compiler\platform\JavaScript\bin
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Oct-05
Android:
libpng_gf.a and libGLBasic.a seen to been updated. Im later update it to include changes to those two files. Then the SDK upgrade should been possible with that version too.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Oct-05
Chrome states that there is an Uncaught Range Exception: Source is too large (Firefox states it is an invalid or out of range index).

So far, neither Chrome nor Firefox will run anything - by the looks of it, it may be a problem with emscripten...

The code I am testing with is :

Code: GLBasic [Select]
SETLOOPSUB "moo"

SUB moo:
        SHOWSCREEN
ENDSUB
Title: Re: GLBasic V11 public beta
Post by: fasasoftware on 2013-Oct-05
Dear Gernott,  when it will be a stable release of GLBASIC??? I whant purchase your software as soon as possible...now i have downloaded the v11 beta....
ald also when you update your site?? the link of the download it's old...

i thank you a lot very much....

Lestroso

www.fasasoftware.com
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Oct-06
Would need to update the HTML 5 stuff first...
Title: Re: GLBasic V11 public beta
Post by: Schranz0r on 2013-Oct-06
If the build is stable and all features are implemented, then, and ONLY then, is the right time to release V11!
Give him time to make a good release!

btw.: Thx Gernot for the hard work!!!
Title: Re: GLBasic V11 public beta
Post by: hardyx on 2013-Oct-06
OK, another beta is online. I think this is quite stable now.

Thanks for all the work fixing things and adding new useful commands.
Title: Re: GLBasic V11 public beta
Post by: Hark0 on 2013-Oct-07
and.... WHY these changes about ALPHA functions?

 :blink:
Title: Re: GLBasic V11 public beta
Post by: Kitty Hello on 2013-Oct-07
Alphablending on mobile gl is a lot faster than alphatesting. Doing the Auto way if alphamode 0, then do alphamode -1 did not work, because when you draw a hole, you need testing and not blending.
I'll post some example how to make shiny holes in a texture. You will see and love the new feature. ;)

Sent from my GT-N7100 using Tapatalk 4

Title: Re: GLBasic V11 public beta
Post by: erico on 2013-Oct-07
Super! <3
Title: Re: GLBasic V11 public beta
Post by: Kitty Hello on 2013-Oct-09
OK, get the SDK from last night 11.559 and try that. It should make HTML5 code now. (Canvas AND WebGL).
Be sure to get the Java JDK 1.7 for the Beta 11.
If the HTML5 finally works, I declare this the final beta. Sort of RC, you know.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Oct-09
Will test it now...
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Oct-09
but fix eventuelly the iCade (not tested the newest beta on iOS yet, so have not a change to test if it finally got fixed) and the Android issues as well before final beta 11, hehe. the sdk 4.0 upgrade do have one little issue im need to work on. its pretty simple to fix, because im forgot to add the line back to install the software directly on device.

Alternative that SDK upgrade could been done by a seperate installer outside glbasic for those which want to uses that.

About the icons im could property do a bath job to add and resize them to the correct places. Something im look on this week for more automated things.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Oct-09
Is HTML5 still Windows XP only still ? Clang just keeps spawning copies of itself, so I suspect it's XP only at the moment...

In which case, does HTML 5 compiling work in XP on VirtualBox or does it require a proper machine ?
Title: Re: GLBasic V11 public beta
Post by: Jonás Perusquía on 2013-Oct-10
Amazing! thanks for the new beta release, keep up the good work and i hope you are well :)
Title: Re: GLBasic V11 public beta
Post by: erico on 2013-Oct-10
Really great!

It will be a couple weeks before I´m stable enough to check this out...but I will 8)
Thanks Gernot!
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Oct-10
At the moment, XP still has the infinite clang loop - I'm going to see if it has a problem with spaces now...
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Oct-11
Good news!  It isn't a loop - it just takes a very long time to complete...

3D works sort of - however, GLBasic uses various gl functions which aren't in HTML5-WebGL (glColorMaterial) being the main one.

I found very quickly that I was reaching a memory limit imposed by Emscripten - this was "easily" dealt with by adding -s TOTAL_MEMORY to the HTML 5 parameters list.  What took so long was the fact that I didn't realise it required a value in bytes and not megabytes...  I currently use -s TOTAL_MEMORY=33554432 which got my 3D program displaying (if not actually running).

There does look like some quite striking visual (and speed differences) between WebGL and the "standard" - I'll cover that later once I've updated my test program to the proper ALPHAMODE values.

Title: Re: GLBasic V11 public beta
Post by: aroldo on 2013-Oct-11
Gernot,

  :nw: Dankeschön !!!! for the new Beta V11.559 and for your hard work. I downloaded and compiled one of  my games, Brick Buster http://www.apd-games.com (http://www.apd-games.com) ,  on Windows XP , it works fine but I have to test it further , so far so good.

today I will generate iOS and WebOS and let you know the results.
Title: Re: GLBasic V11 public beta
Post by: mentalthink on 2013-Oct-11
Thanks a lot Gernnot really apreciate the effort...
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Oct-11
Here in firefox, the game lockup while loading. Firefox say this script take very long time and then stops it. Its seen glbasic missing some sort to refresh the screen after loading something.

So its seen things like that property requirede to been doing in a thread to prevent that?
Title: Re: GLBasic V11 public beta
Post by: Kitty Hello on 2013-Oct-11
for HTML5 you must use the SUB GLB_ON_LOOP. or SETLOOPSUB. You can't do infinite loops with HTML5.
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Oct-11
im allready doing that of course, but the loop fails reach back, due images & sound is often allways load from one function to keep it simple, and that take time..... But you can only one item at time now, which can complicered things, which can been out of the basic stuff?

So you should tell around that in the help file.

Howover loading stuff should been threaded eventuelly.
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Oct-11
im got workaround this issue in the loading rutine.

im do got one issue im are not sure what it means:
Cannot enlarge memory arrays in asm.js. Either (1) compile with -s TOTAL_MEMORY=X with X higher than the current value, or (2) set Module.TOTAL_MEMORY before the program runs.
Title: Re: GLBasic V11 public beta
Post by: mrplant on 2013-Oct-13
Beta 11.559 is testing well here!! :P
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Oct-13
See my previous post about that TOTAL_MEMORY problem - hopefully Gernot will add in an option to let you change it in project settings.
Title: Re: GLBasic V11 public beta
Post by: CrystalNoir on 2013-Oct-19
Hi there !

Just play with html 5 and I have little problems. The compiling process is ok but very long (about 4-5 mns). After uploaded it on DropBox for example, I can see the canvas with somes options but nothing happens, or, it's very long to launch. Is it normal ?

Sorry for my approximative english :)

Thank you.
Title: Re: GLBasic V11 public beta
Post by: Kitty Hello on 2013-Oct-19
For html5 firefox and chrome work. Safari works too. IE10 and below do not. Also, use GLB_ON_LOOP instead of while true .... wend

Sent from my GT-N7100 using Tapatalk

Title: Re: GLBasic V11 public beta
Post by: CrystalNoir on 2013-Oct-19
Oki I have to see because I just tested with an example of GLBasic, I didn't see an html 5 specific example.

I tried in Firefox. May be I should write an simple example myself to see. Thank you I will try
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Oct-19
IE 11 (in Windows 8.1) should work for non-WebGL stuff...  Haven't tried it yet though...
Title: Re: GLBasic V11 public beta
Post by: CrystalNoir on 2013-Oct-19
mmmmh it seems that I have some problems. Is there a code that I could have to test with it and have a begin to make a html 5 project please ?

I try to find something in the manual but it seems that there 's nothing for now about it. Is there something to do to setup a html 5 project with GLBasic ?

Thank you
Title: Re: GLBasic V11 public beta
Post by: kanonet on 2013-Oct-20
There is no release version of GLB with HTML5 yet, so there is not much in the help file yet, only thing that I could find is the description about SETLOOPSUB, so check this command.

Also here is a working example that you may find helpful: http://www.glbasic.com/forum/index.php?topic=8696
Title: Re: GLBasic V11 public beta
Post by: CrystalNoir on 2013-Oct-20
Thank you ! I will try this sample !
Title: Re: GLBasic V11 public beta
Post by: CrystalNoir on 2013-Oct-20
Hi,

This sample works on Firefox, but I can't get it work with Google Chrome version 30.x

I tried in html 5 and html 5 webgl. it works always in Firefox but not with Chrome version 30.x

EDIT : sorry for the double post.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Oct-21
Are you running it from your computer or a website?
Title: Re: GLBasic V11 public beta
Post by: CrystalNoir on 2013-Oct-21
I ran it from my computer first. I tried form DropBox that can load html 5 document but it stucks on "Downloading" or "Preparing".

After I tried with my Wamp server that work perfectly with Firefox and with Chrome v 30.x it stucks on "Preparing". I can't get it work with Chrome.

Also the compilation process is long.
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Oct-21
Have you got a link ?
Title: Re: GLBasic V11 public beta
Post by: CrystalNoir on 2013-Oct-21
I found the problem ! this is the output.data file that is the problem. If I delete it, that works perfectly on my local server (and distant too), on Chrome.

Don't understand what is this file. The fact is that I have two places with html file, one in a folder that have the name of the project and one in a folder called "distribute" with a file "output.data".
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Oct-21
Output.data stores all sprites, music etc etc...
Title: Re: GLBasic V11 public beta
Post by: CrystalNoir on 2013-Oct-21
In this example the output.data make this sample fail with google chrome may be because output.data is empty (0 ko) ?
Title: Re: GLBasic V11 public beta
Post by: MrPlow on 2013-Oct-21
Q: Where can I get latest version... didnt notice it in Bonus folder?

Q: Will installing new version cause any compiling issues for me? (purposely held off latest Java as heard it was buggy and stopped compiles working for Android - is this still the case?)


Q: Which having to trawl throo all those past posts whats the Summary of the Update in the new version...? For instance i hear theres a native GTK GUI? Is the new GUI for all or only desktop plaforms?

Sooo many questions!!!
Can you do a quick Youtube video summary or sommit - new users would appreciate that too I expect?



Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Oct-22
In this example the output.data make this sample fail with google chrome may be because output.data is empty (0 ko) ?
Shouldn't affect it at all...

Here is the HTML 5 (Standard) version of Gernot's now program : http://gipegu.com/HTML5/Standard/GLBasic/Snow/Snow.html (http://gipegu.com/HTML5/Standard/GLBasic/Snow/Snow.html)
And this is the HTML 5 (WebGL) version : http://gipegu.com/HTML5/WebGL/GLBasic/Snow/Snow.html (http://gipegu.com/HTML5/WebGL/GLBasic/Snow/Snow.html)

Neither have output.data in there (un)fortunately, as I can't upload 0 byte files...
Title: Re: GLBasic V11 public beta
Post by: CrystalNoir on 2013-Oct-22
That's right, that's why these examples works. But if there is the output.data with, that doesn't work anymore. But I don't know why.

On a distant server you can't upload 0 ko files but on a local you can copy it.
Title: Re: GLBasic V11 public beta
Post by: erico on 2013-Oct-22
...
Here is the HTML 5 (Standard) version of Gernot's now program : http://gipegu.com/HTML5/Standard/GLBasic/Snow/Snow.html (http://gipegu.com/HTML5/Standard/GLBasic/Snow/Snow.html)
And this is the HTML 5 (WebGL) version : http://gipegu.com/HTML5/WebGL/GLBasic/Snow/Snow.html (http://gipegu.com/HTML5/WebGL/GLBasic/Snow/Snow.html)
...

Out of curiosity, the webgl version seems to run 2x the fps on chrome on my desktop. Is that a general or browser related thing?
Title: Re: GLBasic V11 public beta
Post by: Kyo on 2013-Oct-22
I understand the importance of the export to html 5, but when the problem will be fixed audio (which is delayed) in Android?  :whistle:
Title: Re: GLBasic V11 public beta
Post by: spicypixel on 2013-Oct-22
I understand the importance of the export to html 5, but when the problem will be fixed audio (which is delayed) in Android?  :whistle:

I concur
Title: Re: GLBasic V11 public beta
Post by: MrPlow on 2013-Oct-22
I thought the Audio not working on my Android app was something i was doing wrong...
So there is a bug?
Title: Re: GLBasic V11 public beta
Post by: mentalthink on 2013-Oct-22
Yes Erico for me in Firefox and Chrome runs at different Speed... the sstandard Html5 shows very jerky, like if some FPS don't appears in the screen...
Title: Re: GLBasic V11 public beta
Post by: Kyo on 2013-Oct-22
I thought the Audio not working on my Android app was something i was doing wrong...
So there is a bug?
PlayMusic Work fine (with ogg) but PlaySound have a little delay to start .... it's horrible to hear (makes it seem the game is slow) ....  :bed:
Title: Re: GLBasic V11 public beta
Post by: fivesprites on 2013-Oct-22
I thought the Audio not working on my Android app was something i was doing wrong...
So there is a bug?
PlayMusic Work fine (with ogg) but PlaySound have a little delay to start .... it's horrible to hear (makes it seem the game is slow) ....  :bed:

I added extra music support to AndroidExtras to work around this.  Music works fine with that :)

//Andy
Title: Re: GLBasic V11 public beta
Post by: Kyo on 2013-Oct-22
I thought the Audio not working on my Android app was something i was doing wrong...
So there is a bug?
PlayMusic Work fine (with ogg) but PlaySound have a little delay to start .... it's horrible to hear (makes it seem the game is slow) ....  :bed:

I added extra music support to AndroidExtras to work around this.  Music works fine with that :)

//Andy

Yes I use your Extras and it's work fine,  but only 4 sound at the same time ... mmmm ...... I will use many more ... it's a problem ...
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Oct-23
Sound latency is caused by the operating system - you would really need to start using music to remove that unfortunately.

Sound latency also varies between devices, but is usually around 300ms apparently.
Title: Re: GLBasic V11 public beta
Post by: Snoopy on 2013-Oct-23
I understand the importance of the export to html 5, but when the problem will be fixed audio (which is delayed) in Android?  :whistle:

I concur

Me too
And also these problems with the 3d : in graphics, yes ... but also in audio (the sound panning don't work)

Big work for Gernot  :S
But personally, I think that today the android platform is most important than html5.

Title: Re: GLBasic V11 public beta
Post by: fuzzy70 on 2013-Oct-23
Interesting read with regards to Android audio latency.

http://createdigitalmusic.com/2013/05/why-mobile-low-latency-is-hard-explained-by-google-galaxy-nexus-still-android-of-choice/ (http://createdigitalmusic.com/2013/05/why-mobile-low-latency-is-hard-explained-by-google-galaxy-nexus-still-android-of-choice/)

Lee
Title: Re: GLBasic V11 public beta
Post by: Kyo on 2013-Oct-23
I understand the importance of the export to html 5, but when the problem will be fixed audio (which is delayed) in Android?  :whistle:

I concur

Me too
And also these problems with the 3d : in graphics, yes ... but also in audio (the sound panning don't work)

Big work for Gernot  :S
But personally, I think that today the android platform is most important than html5.

Yes Android and iOS it's the very important platform now.....  :good:
I'd rather have 2 complete platforms, that have 10 platforms that do not work!
For me the important thing now is:
- Fix 3D/2D (if there are problems)
- Fix Audio System
- ADD Support for Adv (to earn from the games released for free)
 :booze:

Title: Re: GLBasic V11 public beta
Post by: fivesprites on 2013-Oct-23
You'll notice on Android devices that exhibit significant latency that there is little to no latency when using the music player applications.  Hence why I opted to use the mediaplayer as the method to play music in AndroidExtras.  The devices I've tested on show little to no delay when starting to play music.

Android is a pain in the ....

:)

Title: Re: GLBasic V11 public beta
Post by: Kyo on 2013-Oct-23
You'll notice on Android devices that exhibit significant latency that there is little to no latency when using the music player applications.  Hence why I opted to use the mediaplayer as the method to play music in AndroidExtras.  The devices I've tested on show little to no delay when starting to play music.

Android is a pain in the ....

:)

Yes, your system for audio is great, but have a limtation for 4 sounds at the same time ...
I have tried other engine 2D/3D (Unity, AGK etc.) and do not have this problem, I do not know how they solved the problem of latency ...
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Oct-23
im have not looked how its sound with sound and androidextras, but as im are aware, you can uses the same buffer for various sound. Glbasic its self does similar thing (using up to 4 buffers).

etc here is the comment from the androidextras:
// Load in the sound files
//
// There are 4 SoundPool instances available and each of your sounds
// should be evenly distributed across them.  SoundPool loads the
// sounds into memory rather than streaming from storage, so ensure
// they are small (mono/22.5khz/16bit).  If you have one that is
// say 100KB in size and 5 more that are 20KB or less, then place
// the large one its own soundpool instance and spread the others
// out.
Title: Re: GLBasic V11 public beta
Post by: Kyo on 2013-Oct-23
Ah ok ... I have to try it ...
but I remain of the view that before implementing other exporter to other platforms (which require many months of work), I think ... should first fix and complete the existing platforms!
I do not see HTML5 as a platform priority! (But this is only my idea) .....   :whistle:
Title: Re: GLBasic V11 public beta
Post by: kanonet on 2013-Oct-23
I'd rather have 2 complete platforms, that have 10 platforms that do not work!
This is just totally unfair and of cause it does not describe the current situation! Yes, some platforms have some problems but you simply can not say, that they "do not work" at all, this is just not true. There will always be some problems (you know the developer wisdom: if something is completely working its outdated  :D) and Gernot has not the time ATM to fix it that fast like he did in the past (i remember times when he fixed reported bugs/added new features in 1-3 days and we got 2+ updates each week), but im sure important issues will get addressed in time, especially if the community is helping (like spacefractal does etc). Some people need to understand, that GLB is not their personal tool, that will be developed to fit their personal needs 110% and ignore all others, everyone thinks something else is important and want Gernot to concentrate only on that specific point. But thats not gonna happen this way, GLB is an easy to learn/use multi platform basic, (almost) all commands behave the same on all platforms, so it can not support specific features that only work on 1-2 platforms, its aim is more for general use. So you simply wont get your 110% perfect android dev tool that is just develeped to fit your needs.
If there is something platform specific missing, its our job (as community) to help each other, create libs and share them. GLB could be an even better tool (yes, hard to imagine  ;)) if more people would help improving it, and I think this could also make this forum an even better place (yes, thats even harder to imagine  8)).

Sorry, I got driven away... Of cause all of this is just my personal POV, not talking for anyone else.
Title: Re: GLBasic V11 public beta
Post by: fivesprites on 2013-Oct-23
Yep, you should be able to play more than 4 sounds simultaneously.  It's a little complicated, but you basically have four soundpool instances that you can split your sounds across.

Soundpool has memory limitations, so you need to try and keep your sounds small.  If you split them across the instances, then you should be able to trigger multiple sounds multiple times without issue.

I tried to make it clearer in the sample application and the readme.txt, but if you have any questions or need help then just ask :)

//Andy
Title: Re: GLBasic V11 public beta
Post by: Kyo on 2013-Oct-23
When I wrote 10 platforms that do not work, mean that each platform additionally, born 1000 bugs .
My opinion is (and this is just my opinion ) is that it is better to have 2 complete platforms , which ten platforms to fix.
The fact that the engine is not mine ( in the sense that what I or you or another ask to fixes or add the engine ) is wrong !

I'd rather to pay $ 50 or $ 100 a year for a complete platform and be followed in the path of development (technically I have to produce commercial games and I can not release them with bugs that I can not fix ) .

Then I understand that Gernot is the only one to have to work all the changes of Engine ,I understand it!And  I have no pretensions of timing !

But for this I think it is better to work on one project at a time and complete it , considering the continuous evolution of iOS and Android !

Again it is just my thought and I will not disrespect the thoughts of others !
I have great respect for the work done on GL_Basic that I think might be the most popular engine if it had a few more details !
 :good: :booze:
Title: Re: GLBasic V11 public beta
Post by: Kitty Hello on 2013-Oct-30
OK. The beta link is updated. This version is v12.001
It would be able to receive live updates, too.
If there are no big isssues, I'll release this version soonish.

Sent from my GT-N7100 using Tapatalk

Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Oct-30
v12 allready?
Title: Re: GLBasic V11 public beta
Post by: Snoopy on 2013-Oct-31
 :good:   :nw:  Kitty Hello

Must we use the JDK 1.7?
Title: Re: GLBasic V11 public beta
Post by: Kitty Hello on 2013-Oct-31
For code signing I think. Or was it that code signing with 1.7 was broken and has been fixed? Either that or the other. 1.7 works at least.

Sent from my GT-N7100 using Tapatalk

Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Oct-31
I use 1.7.0.40, and with the modified key signing system, it works fine
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Oct-31
im still uses the standard one, which do works fine. so its mightbeen incompatible with older java version (1.6.x). So its should works nice.
Title: Re: GLBasic V11 public beta
Post by: Snoopy on 2013-Oct-31
Another very important question for me (and probably others)

At this moment the sound panning doesn't work on Android  :(
It will work after a live update?
Title: Re: GLBasic V11 public beta
Post by: Qedo on 2013-Nov-01
html5 work perfectly but only with Firefox
Can you try Bezier?
Ciao
Qedo
Title: Re: GLBasic V11 public beta
Post by: kanonet on 2013-Nov-01
@Qedo: I cant run your file, even in firefox. Its loading forever. I *think* I always had this when only using the html, without output.dat but nor 100% sure.

@Gernot: New Version compiling is telling this:
Code: GLBasic [Select]
running glb_build.bat
Using ANDROID_TARGET="android-8"
You can use "C:\Eigene Programme\GLBasic\Test1\distribute\Android\glb_android_build.bat" to change the API level and SDK path.
%ANDROIDSDK% not set. Using GLBasic's default target-8, Android 2.2
So we can now use different APIs etc.? Thats nice, is there an in deep explanation how to do this? (there is no bat at that path, do I need to create it?) Also @Spacefractal
Title: Re: GLBasic V11 public beta
Post by: Qedo on 2013-Nov-02
@kanonet
it is true, without output.dat dont work,  its loading forever
You can simply add a any 0 byte output.dat file in the same directory.
Ciao
Qedo
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Nov-02
Yes, if you look at Chrome's debug log, it states :

Quote
XMLHttpRequest cannot load file:///C:/Users/Me/Downloads/output.data. Cross origin requests are only supported for HTTP. Bezier.html:1
Uncaught NetworkError: A network error occurred.
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Nov-02
I'm have not checked how the new API things works. It's will got replaced with sdk upgrade by now anyway (that one I'm made). but it's im should update it to refleks gernots changes to that. So I'm look on that.

API-8 is just simply too outdated today (ouya and gamestick can't been supported example), and need update to a least API-14. My games still works on a least android 2.3, even with the newer API.
Title: Re: GLBasic V11 public beta
Post by: Qedo on 2013-Nov-03
In summary, bezier.html only works on firefox and not on other browsers. From the debug log of Chrome seems that the problem is "XMLHttpRequest can not load file :/ / / C :/ Users / Me / Downloads / output.data." So I modified bezier.html deleting all references to output.data and then deleting 'datafile_C: \ Users \ edo \ AppData \ Local \ Temp \ GLBasic \ output.data', 'C: \ Users \ edo \ AppData \ Local \ Temp \ GLBasic \ output.data ', and' output.data '.
I saved as Bezier1.html (attached) and now it works in Firefox, Chrome and Opera. It does not work in IE and Safari.
I do not know if it can be useful, but it might be a good way to understand the export html5.
Ciao
Qedo
Title: Re: GLBasic V11 public beta
Post by: Qedo on 2013-Nov-03
@ Ocean
Thank you for your analysis but i want to understand why the output works with Firefox and not with other browsers.
It is clear that now html5 is not perfect and therefore it is possible that in some situations does not work. By the way, full screen firefox on my computer is ok, strange.
Instead, ask all, some news about Opera and Chrome?
thanks
Ciao
Qedo
Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Nov-03
I am surprised it doesn't work in IE 11, as it has HTML 5 support now...

Chrome seems fine...
Title: Re: GLBasic V11 public beta
Post by: Qedo on 2013-Nov-03
On my computer (Win7) there is IE10.
IE11 currently is in  Release Preview. I'll try when possible


Title: Re: GLBasic V11 public beta
Post by: MrTAToad on 2013-Nov-03
IE 11 comes with Windows 8.1
Title: Re: GLBasic V11 public beta
Post by: Qedo on 2013-Nov-04
Good news on html5.
Mandelbrot1.html (attached) without reference to "output.dat" works on Firefox 25.0, Opera 17.0 and Chrome 30.0
IE11 not tested, Safari 5.1.7 only black screen.
It is important because the program  use also MEM2SPRITE and DRAWSPRITE,
Title: Re: GLBasic V11 public beta
Post by: Qedo on 2013-Nov-04
Now everything is clear.
the file "output.dat" contains the entire contents of the folder MEDIA. Therefore must not be deleted.
HTML5 works with files locally in Firefox because it is the only browser unlocked.
The others are blocked by default and thus do not perform the code locally for security reasons.
In Internet Firefox Chrome and Opera are OK. You can try it at:

http://web.tiscali.it/edoardobianchi/STUFF/HTML5/ETA/ETA.html

So locally for debugging, Firefox is more than enough,
Attention. At the coversion GLBasic Javascript does not like the code too long and you have to divide it into many gosub.
I hope that this information can be useful.
Great job Gernot!  :good:
Ciao
Qedo
Title: Re: GLBasic V11 public beta
Post by: DaCarSoft on 2013-Nov-04
Quote
Now everything is clear.
the file "output.dat" contains the entire contents of the folder MEDIA. Therefore must not be deleted.
HTML5 works with files locally in Firefox because it is the only browser unlocked.
The others are blocked by default and thus do not perform the code locally for security reasons.
In Internet Firefox Chrome and Opera are OK. You can try it at:

http://web.tiscali.it/edoardobianchi/STUFF/HTML5/ETA.html

For me, under Safari 7 (Mac OS X 10.9 "Mavericks") it appears to work ok.
Title: Re: GLBasic V11 public beta
Post by: mentalthink on 2013-Nov-04
For me in Mavericks , Safari , Chrome and Firefox runs fine... it's curious but Firefox runs at the half + (a bit more) speed than other two.
Title: Re: GLBasic V11 public beta
Post by: fuzzy70 on 2013-Nov-04
Work on my phone (Sony Xperia Z) using Chrome for Android

Lee

Sent from my C6603 using Tapatalk

Title: Re: Re: GLBasic V11 public beta
Post by: Kitty Hello on 2013-Nov-05

@Gernot: New Version compiling is telling this:
Code: GLBasic [Select]
running glb_build.bat
Using ANDROID_TARGET="android-8"
You can use "C:Eigene ProgrammeGLBasicTest1distributeAndroidglb_android_build.bat" to change the API level and SDK path.
%ANDROIDSDK% not set. Using GLBasic's default target-8, Android 2.2
So we can now use different APIs etc.? Thats nice, is there an in deep explanation how to do this? (there is no bat at that path, do I need to create it?) Also @Spacefractal
If you make a file glb_android_build.bat at the given location, you can use another sdk.
In that file write:
Code: GLBasic [Select]
Set ANDROIDSDK=c:path to sdk
Set ANDROID_TARGET=android-16
 
That's pretty much it. If you do wrong, the output window will telly the details.
Is that OK?
Sorry for the long answering delays.

I'm glad you found out about the output.dat media package. You need a http server for other browsers. Google for tinyhttp or python http server.
Would be cool to see a macro script.


Sent from my GT-N7100 using Tapatalk

Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Nov-06
did you update nsk as well? im wlll look on that feature and do a better sdk upgrade in the next version which supports this. android-14 minimum is required for androidextras and hence OUYA.

Howover im did fixed some icon issues which is required before a build (to support ouya and tables icons).
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Nov-06
what is missing now is simply choice which tempproject you want to uses. here its could just do a another variable in the bat file. Im are currectly looking with api 14 sdk upgrade using the new features. Howover im do still need to change the build order, but anything before have im left as its are.

EDIT:
Is being upload a new version of Android SDK upgrade. This time its only 130mb, because its seen the NDK update was not really required. The game still works nice with full control on OUYA by just the SDK change. That property its dont use API calls from NDK, but doing API calls from SDK instead.
Title: Re: GLBasic V11 public beta
Post by: Qedo on 2013-Nov-06
Gernot,
What do you think of renaming the file "output.dat" customized for each program?
For example:
bezier.html and bezier.dat
media.html and media.dat
This way you can enter all the programs in the same directory on the server and be able to work.
Hello
Qedo
Title: Re: GLBasic V11 public beta
Post by: Qedo on 2013-Nov-06

Quote
if those *.dat files are indeed empty, wouldn't it be better to remove the dependencies from the *.html files generated?

will not always be empty.
IF DOESFILEEXIST(\MEDIA\*.*) THEN (Len_of_File of OUTPUT.DAT)>0 ELSE (Len_of_File of OUTPUT.DAT)=0

Quote
Posted by: Qedo
« on: 2013-Nov-04 »

Now everything is clear.
the file "output.dat" contains the entire contents of the folder MEDIA. Therefore must not be deleted.
HTML5 works with files locally in Firefox because it is the only browser unlocked.
The others are blocked by default and thus do not perform the code locally for security reasons.
In Internet Firefox Chrome and Opera are OK. You can try it at:
Title: Re: GLBasic V11 public beta
Post by: Hark0 on 2013-Nov-06
Hi, Gernot!

Please CHANGE OR RENAME THE FILE FOR DOWNLOAD... ALL HAVE THE SAME NAME "glbasic_sdk.exe"  :rant:

This pots its very very crazy!!!
Title: Re: GLBasic V11 public beta
Post by: spacefractal on 2013-Nov-06
he have annonced it every time, but nor have never updated the sdk in any betas. So you should fellow this thread to make sure.

In the future the normal update from the ide should works again and now we are on v12. all im need is the sdk upgrade and java call mod to the c code, which was never added.

Those who want to look on Android API 14/16 (for using with androidextras and ouya), look here:
http://www.glbasic.com/forum/index.php?topic=9341.0

PS. Etc this thread should been renamed to glbasic v12 now to avoid confuction?
Title: Re: GLBasic V11 public beta
Post by: hardyx on 2013-Nov-06
Hi, Gernot!

Please CHANGE OR RENAME THE FILE FOR DOWNLOAD... ALL HAVE THE SAME NAME "glbasic_sdk.exe"  :rant:

This pots its very very crazy!!!
You can rename it in your computer!!! This way you always download the last beta version.
Title: Re: GLBasic V12 (was formerly V11 beta)
Post by: kanonet on 2013-Nov-07
PS. Etc this thread should been renamed to glbasic v12 now to avoid confuction?
Watch out for sneaky Ian, that old man is incredible fast! :nana:

Hi, Gernot!

Please CHANGE OR RENAME THE FILE FOR DOWNLOAD... ALL HAVE THE SAME NAME "glbasic_sdk.exe"  :rant:

This pots its very very crazy!!!
You can rename it in your computer!!! This way you always download the last beta version.
If you rename the files on your computer, you can even have future versions of GLB. How cool is that!? :D
Title: Re: GLBasic V12 (was formerly V11 beta)
Post by: DaCarSoft on 2013-Nov-07
I think that Hark0 wanted to say that he didn't know about the appearing of V12 because V12 was not announced... Obviously a rename was needed "somewhere"...

I also didn't found any information about V12 in forums (and I follow the thread and the entire forums each day)...   If nothing is said in this thread, how can someone know about it???   It is better to tell something here or to rename something than have to download a >300MB file each day to see what happens when you look at the installer properties...    :-*
Title: Re: GLBasic V12 (was formerly V11 beta)
Post by: kanonet on 2013-Nov-07
V12 has been announced in the forum, but it was a bit hidden: http://www.glbasic.com/forum/index.php?topic=8544.msg82876#msg82876
I would like it if the Version number was mentioned in the 1st post, next to the link. But since all future version will come with web update its not needed any more (till next beta :D).
Title: Re: GLBasic V12 (was formerly V11 beta)
Post by: DaCarSoft on 2013-Nov-07
Oups...

I also used the search in forums function trying this: "v12.001", "v12", etc...   But nothing appeared    O_O
Title: Re: GLBasic V12 (was formerly V11 beta)
Post by: Ian Price on 2013-Nov-07
PS. Etc this thread should been renamed to glbasic v12 now to avoid confuction?
Watch out for sneaky Ian, that old man is incredible fast! :nana:

I'm young at heart, ye whippersnapper you! :P
Title: Re: GLBasic V12 (was formerly V11 beta)
Post by: Qedo on 2013-Nov-10
Good news on html5.  :)
modifing  to "var TOTAL_MEMORY = 67108864;" in the file C:\Program Files (x86)\GLBasic_v12\Compiler\platform\JavaScript\bin\emscripten\src\settings.js,
 Animation_Font.html work on last version of Opera,FF,Chrome.
 
see to:
 http://web.tiscali.it/edoardobianchi/STUFF/HTML5/Animation_Font.html

Bad news on html5. IE11 dont work!!!!  :(

Ciao
Qedo
Title: Re: GLBasic V12 (was formerly V11 beta)
Post by: mentalthink on 2013-Nov-10
Thanks Qedo I try and Works  =D =D :good: :good:, Fantastic, only we have to wait a bit, about a couple of minuts... I don't test in the browser but I have now an output file with an .html (Fantastic Work  :good: :good: :booze: :booze:)
Title: Re: GLBasic V12 (was formerly V11 beta)
Post by: MrTAToad on 2013-Nov-11
Yes, IE 11 is odd really...
Title: game center dont work
Post by: tatakamucher on 2013-Nov-15
Hi, i tried to compile some games in v12.001, its cool the new icons (small, small 50, etc) and fix the ipad icon but game center simply dont work  :O


i used the dark shneider wrapper, in the v11 betas game center works fine


http://www.glbasic.com/forum/index.php?topic=6680.0



PD gb make new icons but still missing the ios7 files (76x76,152x152,120x120)  :happy:

Title: Re: GLBasic V12 (was formerly V11 beta)
Post by: Moru on 2013-Nov-18
Anyone else have problems with DRAWRECT on Raspberry Pi? Any time I use DRAWRECT with another color than RGB(255,255,255), the font color changes to dark blue (looks like RGB(0,0,255) mabe)
I'm using 12.001 and 11.414, both having the same problem.

Also it takes about 10-12 seconds to get back to the desktop after quitting. Is this normal? Also feels like it takes longer and longer if you keep the program running a while before quitting. Left it running for 10 minutes before quitting and then I had to SSH in and kill the process after waiting two minutes to return to desktop.

Raspberry Pi model B, running Raspbian latest version.

The code: Images are just a simple white font with large letters and a simple png with colors.

Code: GLBasic [Select]
SETCURRENTDIR("Media") // go to media files

LOADFONT "font.png", 1
LOADSPRITE "basic.png", 1

SETFONT 1
GLOBAL count = 0
GLOBAL mx%, my%, b1%, b2%

WHILE KEY(1) = 0 AND b1 = 0
        MOUSESTATE mx, my, b1, b2
//      DRAWRECT 50,270, 49,49, RGB(255,255,255) // works
//      DRAWRECT 0,270, 49,49, RGB(255,0,255) // Makes everything blue
        DRAWSPRITE 1, 100,100
        PRINT "Count "+count, 100,150, 0
        PRINT "X", mx, my
        INC count
        SHOWSCREEN
WEND
 
Title: Re: GLBasic V12 (was formerly V11 beta)
Post by: Ian Price on 2013-Nov-18
Gernot updated some drawing bits and bobs. You might need to use ALPHAMODE 0 and/or ALPHATESTING 1 before drawing your rects and fonts. I don't have a Pi now, so I can't test I'm afraid.
Title: Re: GLBasic V12 (was formerly V11 beta)
Post by: mentalthink on 2013-Nov-18
I did a simple test with an image 800x600 jpg, the weigth was 130 KB, and really the game I think don't arrives to 30 fps... I think in the V11 Html5 runs very better than in this version... I hope (really I'm sure) Gernnot will do Html5 runs fast, this have to be very dificult, how say Coolo to pass the 3D commands to Html5... The good news it's in the market we have the news Html5 Firefox phones, and only cost 42 € , here I'm sure them can't run Battlefield 4, but another incipient market in 2D, and without too much Cost... (I'm sure in anhoter countries the Phone have to be more cheaper.)
Title: Re: GLBasic V12 (was formerly V11 beta)
Post by: Moru on 2013-Nov-19
Gernot updated some drawing bits and bobs. You might need to use ALPHAMODE 0 and/or ALPHATESTING 1 before drawing your rects and fonts. I don't have a Pi now, so I can't test I'm afraid.

Tried both together and single but still everything blue. I call them at the start of each loop. Transparency disables when expected but still blue.
Title: Re: GLBasic V12 (was formerly V11 beta)
Post by: erico on 2013-Nov-19
V12 seems to work fine on Caanoo with the newer alpha things.
I do get a drop of frames around 5-10 thoughout the game.

Everything else caanoo wise seems to be all fine, will try the g-sensor later and re-test performances with the blitting alpha things.