BASIC

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Qedo

Pages: [1] 2 3 ... 9
1
sorry but two things I did not understand:
1) @spacefractal: there is a limit of 4096 colors for android?
2) @Kitty Hello: What do you mean by "option is to use mem2sprite and do a 1x1 pixel sprite" about DRAWRECT?
ciao

2
Code Snippets / Re: FASTMEM2SPRITE
« on: 2017-Nov-25 »
Thank you dreamerman for trying FASTMEM2SPRITE.
I have made new and more precise benchmarks and these results for 50 cycles:

Win10:
 MEM2SPRITE 17000 millisec
 FASTMEM2SPRITE 500 millisec
 ratio 34

Android 6.0:
 MEM2SPRITE 27000 millisec
 FASTMEM2SPRITE 270 millisec
 ratio 100

Unexpected FASTMEM2SPRITE  in Android is faster than in Win.
Ciao

3
Code Snippets / FASTMEM2SPRITE
« on: 2017-Nov-11 »
For my application I found a certain slowness with MEM2SPRITE so I searched in the GLBASIC forum for a solution to this problem without finding anything.
So I wrote FASTMEM2SPRITE using the OpenGL routines. The result it is very fast and in some conditions, in high sprite resolution, even a 6X ratio on my computer. In Android, the increase is even slightly higher. The syntax is the same, obviously by adding FAST to the command. The only difference is that to draw the sprite because of the different coordinates of the OpenGL screen (bottom / left) you have to use the ZOOMSPRITE nsprite, 0,0, 1, -1 (vertical mirror).
Tried on Win and Android.
If you have better solution then you will be happy to receive your jobs.
Use it freely and let me know.
Ciao

4
Bug Reports / Re: GLB 15.004 DO NOT COMPILE
« on: 2017-Sep-09 »
The debugger 15.004 don't work with array type.
With the following code:
 in debugging (wrong):
     AnimationG.AnimationData[0].NameSubAnim$="" 
     AnimationG.AnimationData[1].NameSubAnim$=""
     AnimationG.AnimationData[1].TimeDraw[0]=2
     AnimationG.AnimationData[1].TimeDraw[1]=3
while must be (exact):
     AnimationG.AnimationData[0].NameSubAnim$="Animation G[0]"
     AnimationG.AnimationData[1].NameSubAnim$="Animation G[1]"
     AnimationG.AnimationData[1].TimeDraw[0]=4
     AnimationG.AnimationData[1].TimeDraw[1]=5

Any idea?

Code: GLBasic [Select]
TYPE TAnimationData
        NameSubAnim$
        TimeDraw%[2]
ENDTYPE

TYPE TAnimationList
        AnimationData[2] AS TAnimationData
        FUNCTION GetAnim% : pos%,name$,par1%,par2%
                self.AnimationData[pos].NameSubAnim$= name$
                self.AnimationData[pos].TimeDraw[0]= par1
                self.AnimationData[pos].TimeDraw[1]= par2
        ENDFUNCTION

ENDTYPE

GLOBAL AnimationG AS TAnimationList

AnimationG.GetAnim(0,"Animation G[0]",2,3)
AnimationG.GetAnim(1,"Animation G[1]",4,5)

DEBUG AnimationG.AnimationData[0].NameSubAnim$+","+AnimationG.AnimationData[0].TimeDraw[0]+","+AnimationG.AnimationData[0].TimeDraw[1]+"\n"
DEBUG AnimationG.AnimationData[1].NameSubAnim$+","+AnimationG.AnimationData[1].TimeDraw[0]+","+AnimationG.AnimationData[1].TimeDraw[1]+"\n"
END


5
have you any source to try?
Ciao

6
Bug Reports / Re: GLB 15.004 DO NOT COMPILE
« on: 2017-Aug-21 »
As written by Gernot in another thread, in debugging + breakpoint mode, I reduced the "max array size when debugging" to 5 and the "Out of memory" error remains. Only works if set to 2.
In debugging mode alone, fps drop from 130 (GLB 14.497) to 9 (GLB 15.004) regardless of the "max array size when debugging".
Ciao

7
Bug Reports / Re: GLB 15.004 DO NOT COMPILE
« on: 2017-Aug-20 »
Heiiii, has anyone verified?
Furthermore the version 15.004 (15.005) seems unreliable. In debugging mode, without breakpoint enabled, fps falls to unacceptable values
Ciao

8
Bug Reports / Re: GLB 15.004 DO NOT COMPILE
« on: 2017-Aug-17 »
Unother problem always with FLAG_SPRITE.
When enable debugging and setting a breakpont the programm stops with "insufficient memory".

9
Bug Reports / Re: GLB 15.004 DO NOT COMPILE
« on: 2017-Aug-17 »
I did not understand why but this workaround works.
Thank you
Ciao

10
Bug Reports / Re: GLB 15.004 DO NOT COMPILE
« on: 2017-Aug-17 »
Thanks Ian
Some others want to compile with 15.xxx?

11
Bug Reports / Re: GLB 15.004 DO NOT COMPILE
« on: 2017-Aug-17 »
I checked again.The code I linked is full code and work in 14.497
Ciao

12
Bug Reports / Re: GLB 15.004 DO NOT COMPILE
« on: 2017-Aug-17 »
OK then to be precise, attached you find the X_SPRITE program that compile correctly with 14.497 and fail in 15.004. Strange what you say, it's just a problem on my computer?

Sorry for the wrong address (was missing a dot). The correct link to FLAG_SPRITE is : http://www.glbasic.com/forum/index.php?topic=11002.msg96884#msg96884
Could you verify?
Thank you.
Ciao

13
Bug Reports / GLB 15.004 DO NOT COMPILE
« on: 2017-Aug-17 »
I rewrite after thread problem.
GLB 15.004 DO NOT COMPILE my FLAG_SPRITE, see source at http://www.glbasic.com/forum/index.php?Topic=11002msg96884#msg96884 and also Kanonet's X_SPRITE program (http://www.glbasic.com/forum/index.php?topic=7992.msg74110#msg74110).
GLB 15.005 fails to install
Can anyone check?
Ciao

14
GLBasic - en / Re: Android GPS disable
« on: 2017-Jul-10 »
I need help. I want to install Android Extras 3.01.2 and then I downloaded it.
Is this just enough to replace the original Android folder under "Compiler-->platform" or do I have to do something else?
Sorry i am looking into the forum but i just increased the confusion.
Thank you
Ciao

15
I am trying the Ocean Surface and am getting only 4 FPS (in the best condition).
I read in the topic of 3300 FPS!!!!
Is there something wrong on my computer or 3300 is exhausted?
I miss something?
Someone can try?
Thank you

Pages: [1] 2 3 ... 9