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Messages - matty47

#16
Not sure but it looks like the build fails - even though the compiler returns with a success notification. All seems to go well until the following
Code (glbasic) Select

-dex:
     [echo] Converting compiled files and external libraries into C:\Users\mattk\Documents\GLBasic\MyProjs\TEXTURED_POLYGON\android\bin\classes.dex...
    [apply] Error occurred during initialization of VM
    [apply] Could not reserve enough space for object heap
    [apply] Could not create the Java virtual machine.

BUILD FAILED
D:\GLBasic_Beta\Compiler\platform\android\android-sdk-windows\tools\ant\main_rules.xml:472: The following error occurred while executing this line:
D:\GLBasic_Beta\Compiler\platform\android\android-sdk-windows\tools\ant\main_rules.xml:203: apply returned: 1

Total time: 4 seconds
Android=C:\Users\mattk\Documents\GLBasic\MyProjs\TEXTURED_POLYGON\android
success
_______________________________________
*** Finished ***
Elapsed: 12.0 sec. Time: 09:47
Build: 1 succeeded.

I am on Win 7 Home Prem. 64 bit with Java SDK (32 bit). I do have the Android SDK and Ant also separately installed however neither of these are set as environmental variables so I don't think they are being used.
Any ideas?
Thanks
Matthew
#17
I don't think this is what is happening. The program is not starting so the stop button does not do anything. If I run with debugging turned on the output windows just indicates start debug session but nothing happens?? I can repeat this a few times and still the same. Maybe I need to reinstall............
#18
Has anyone else had trouble with the degugger? If I enable building with the debugger and then do a compile/run the project compiles, links and then a message appears that the debug session has started but there is no application running. If I turn off the debugger and do a compile/run the application runs fine. I have tried this with various of the samples and always seems to do the same thing. Any ideas??
using the latest version 7.242, Win XP.
THanks
MAtthew
#19
Thanks for the replies. I looked at the ddd viewer sample draw normals function and thought that iterating through getfaces was going to be the way. Thanks again
#20
GLBasic - en / Size of Mesh
2009-Jun-15
Is there any way to determine the size of a mesh? Looking for something that would give say height, width, depth of a loaded mesh.
#21
I tried your code and if I type it as presented, that is with the function declaration before the main code I get
"DeclarationTest.gbas"(17) error : command not inside function or sub
I have noticed this before. It appears that you must place all function definitions after the main loop? - well that is my observation.
If I put the function definition after the main loop your code compiles and runs with no errors (in debug mode at least).
Hope this was of some help
#22
Thanks for all the hard work and -Merry Christmas
Matthew
#23
Does GLBasic support the above platform? Looking at purchasing a smartphone with this operating system (320 x 240 display) and wondering if I can use GLB to make programs for it?
Thanks
Matthew
#24
Hi,
Yes you pointed out the fix fix here
http://www.glbasic.com/forum/index.php?topic=2108.0
Thanks
Matthew
#25
Sorry probably made a mistake in what I said.:S The module includes a libnewton.a for each platform and compiles this into the executable. I compiled a physics example for linux and when I ran ldd on the executable libnewton.so was not listed so I assumed (probably incorrectly) that the library had been statically linked. I will try on a windows machine later and see what happens.
Thanks for the reply
Matthew
#26
Can GLBasic link static libraries? Under Klepto's 3d module for Blitzmax he links Newton statically thus doing away with the need to call a dynamic library. If GL can do this how do I set it up?
Thanks
Matthew
#27
I believe that GLBasic uses the Newton Library as a dynamic library rather than statically linking. I have the libraries for Windows and Linux, but am not sure how to obtain / make the library for OS X. I am trialling on an Emac with System 10.5 installed. XCode is installed (Although I don't profess to really know how to use it). Has anyone used Newton and GLBasic on OS X? If so could you please give some advice on how to get Newton working or post the newton.dylib somewhere for download.
Thanks for your patience
Matthew
#28
Thanks for the quick reply
=D
#29
GLBasic - en / Newton Error
2008-Jul-17
Hi, I have been fiddling with the Newton examples and am sure that the dddCollision sample worked previously however now when I compile and run this file the ball drops throught the "ground" object. I am sure that I have note changed the code but here it is anyway
Code (glbasic) Select
LOCAL dtime
LOCAL org[] // just a dummy
LOCAL force[]

X_LOADOBJ  "ground.ddd", 0
LOADSPRITE "ground.bmp", 0
X_LOADOBJ  "sphere.ddd", 1
DIM force[3]

// initialize Newton Engine
NewtonCreate()

// default material
NewtonMaterialSetDefaults( 1, .9, .2, .9, .9)

ball = NewtonCreateSphere(.8, .8, .8, org[])
// position ball
NewtonBodySetPosition(ball, 0,12,3)
// enable dynamics
NewtonConvexCollisionCalculateInertialMatrix(ball, 1)
// enable gravity for ball
NewtonBodySetForceAndTorqueCallback(ball)
NewtonBodySetGravity(ball,0,-9.81,0)
NewtonBodySetAutoFreeze(ball, FALSE)


// solid, static ground
ground = NewtonCreateDDD(0, 0)

WHILE TRUE
NewtonUpdate(GETTIMER(), 6)
force[0] = -MOUSEAXIS(0)*3
force[2] = -MOUSEAXIS(1)*3
NewtonBodyAddTorque(ball, force[])
X_MAKE3D 1,100, 45
X_CAMERA 20, 20, -10, 0,0,0

X_AMBIENT_LT 0, RGB(255,255,255)

X_SCALING .8, .8, .8
NewtonDrawBody(ball, 1,0)
X_SCALING 1,1,1
X_SETTEXTURE 0,-1
NewtonDrawBody(ground, 0,0)
SHOWSCREEN
WEND


Using version 5.322
Thanks
Matthew
#30
Your move to allow better application development is exciting news, especially if you keep cross platform compatability in the process - looking forward to the first changes.
Matthew