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I've tried to upgrade to v8, but when using the autoupdater it fails i.e. crashes I just get a runtime error when it tries to install.  Is there a way to fix this?



Incredibuild seems to a bit flakey for me.  It doesn't always seem to select the correct files to skip even after I have made big changes in the code.  It can be really frustrating because sometime you fix a bug but still don't see the results because the file was skipped during compilation. 

Is it possible to...

1) Fix it so it works 100% of the time

or (which should be easier)

2) have a tick box in the IDE to force a full recompile.


Not sure if its a bug or my misunderstanding.  Here's my understanding of how alpha mode works in GLB

1) if the alphamode = 0 then it draws the sprite normally (no alpha blending at all and the sprite is 100% visible)
2) if the alphamode > 0 then the sprite is drawn with an additive blend i.e. it will be brighter than normal
3) if the alphamode < 0 then the sprite will be transparent i.e. -0.5 alpha mode means the sprite will be 50% transparent and -1.0 means 100% transparency (so its not visible)

Can some one confirm if this is correct?

OK, so if the above is correct then, an alpha mode of 0.5 means the sprite should be brighter.  However it is actually 50% transparent when used within a polyvector command.  Gernot is there something different we should consider when using alphamode and polyvectors? 




After a quick test the range seems to be when using polyvectors...

1 = sprite at 0% transparency (visible)

down to

0.001 = 100% transparency i.e. invisible sprite.

then back to 0% transparency when the alpha mode = 0.

This means to fade out a sprite I need to change the alphamode from 1 to 0.001 which is different from the manual says.

It seems that when you use CreateScreen in landscape mode (480 x 320) the output isn't rotated.  Any chance this could be fixed?



I've had a hunt around the forums and couldn't see anything related to this, but I was wondering if it was possible to be able to handle the UV parameters.  The idea being that you could make a nice single polyvectory and apply the texture multiple times to it.  Imagine I wanted to draw an area of grass, at the moment I would need to render say 30 tiles to cover the screen.  Wouldn't it be nice to render 1 polyvector and just change the UV parameter to repeat the texture 15 times on the x axis, and 15 times on the y axis.  Even better would then be the option to set the UV offsets.  This would then allow us to scroll the texture on polyvector. 

I can see a lot of practical uses for something this.



AndyH just pointed out that GLB has its own help creator.  I've tried to get it working but I can't seem to get any text to flow through to the help file.  Anybody got any tips?  Also in the example shown in the help file the function has an @ sign in front of it.  What does this do?


Just updated to 7.089 and now my code which ran well under 7.087 fails with syntax errors.  if fails to compile CONST declarations.  Did something change?

[EDIT] whats strange is that const is still highlighted as a reserved word in the IDE, but instead of being in capitals it always reverts to lowercase. 


Drawline origin seems to be off by half the screen size when compiled and run on the iPhone.  The following codes draws a line from one corner of the iphone screen to the other

Drawline 0,0,320,480,RGB(255,255,255)

This run fine on the PC, but when run on the iPhone the line starts in the middle of the screen and ends at the bottom right hand corner.
Stoopid question alert! I've searched the forum but can't seem to find much info on UserLibs.  I was wondering what exactly are Userlibs, how can I create them, and how do I include them in my project?  Are these libraries written in GLB that I can include in my project e.g. if I wrote a sprite system UserLib I could just plug it into multiple projects?  Are these libraries completely separate from the source code they are plugged into i.e. I could have the same variable name in both the main source and userlibs, but they would be treated as two separate variables? 

Cheers for looking,


Hello all,

I had a play around this afternoon and came up with this...

it's basically a demo showing the touch control of the iphone programmed in GLBasic.

I also made this quick video to show how to compile to the iphone...

hope it helps.