Thanks Gernot!!
I'm waiting for the next update.
I'm waiting for the next update.
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Show posts MenuQuote from: Kitty Hello on 2010-Oct-28Because I notice that if you use C types the array isn't created in DIM instruction using DGArray<T>, it is created instead as short& and isn't compatible with the (already defined) DGArray functions. I think you manage this types in a different way. Change the example code using short and char and you'll see.
why aren't you using short and char instead of the typedef?
Quote from: MrTAToad on 2010-Oct-28Not yet, sorry. The operators are in the glb.h file.
Did you expand operators for use with the new types ?
// add this lines before the last #endif
// hardyx: new integer types
typedef short DGShort;
typedef DGArray<DGShort> DGShortArray;
typedef unsigned char DGByte;
typedef DGArray<DGByte> DGByteArray;
LOCAL tilemap[] AS DGByte
DIM tilemap[500][500]
// --------------------------------- //
// Project: Testshort v2
//
ALLOWESCAPE TRUE
SETSCREEN 320, 240, 0
LIMITFPS 30
GOSUB TestShort
GOSUB TestByte
SHOWSCREEN
KEYWAIT
END
SUB TestShort:
// this way works ok
LOCAL map[] AS DGShort
DIM map[100]
map[0] = -32000
map[1] = 1234
map[2] = 32767
PRINT "Test short array", 0,0
PRINT "map(0) = " + map[0], 0,10
PRINT "map(1) = " + map[1], 0,20
PRINT "map(2) = " + map[2], 0,30
ENDSUB
SUB TestByte:
// this way works ok
LOCAL mapb[] AS DGByte
DIM mapb[100]
mapb[0] = 0
mapb[1] = 123
mapb[2] = 255
PRINT "Test byte array", 0,50
PRINT "mapb(0) = " + mapb[0], 0,60
PRINT "mapb(1) = " + mapb[1], 0,70
PRINT "mapb(2) = " + mapb[2], 0,80
ENDSUB
Quote from: XaMMaX on 2010-Oct-12You can use 3D in GLB, but in Wiz is slow and the shading is limited.
So you suggest to use c++ opengl commands in glbasic or without it in some c++ compiler?
Quote from: Ocean on 2010-Oct-12Windows CE, iPhone and Wiz supports Opengl-ES, a reduced version. I understand that is a lot of work to support many platforms, each with its own characteristics.
Nope, that cannot be it, or at least it cannot be the entire story, as WinCE doesn't sport OpenGL at all....
MyClass::MyClass()
{
AnotherClass a(); // calls AnotherClass constructor
a.SomeMethod();
}
static AnotherClass *a = NULL;
MyClass::MyClass()
{
if (a == NULL)
a = new AnotherClass(); // construct a
a->SomeMethod();
}
Quote from: S. P. Gardebiter on 2010-Sep-22
Is there an unsigned char? o;
LOCAL number AS BYTE
number = 255
Quote from: Ian Price on 2010-Sep-16If you own a Mac previously and you are happy with it, you don't consider its price.
I don't consider the Mac, iDevice etc. a tax. The license, maybe. Not the hardware itself.
And sometimes you just have to speculate to accumulate.
Quote from: Cliff3D on 2010-Sep-16The fact is that the platform is iPhone, not Mac. You can develop in a PC with crosscompilers and test the application in the iPhone without problems. But Apple force you to buy a Mac if you want to distribute your game in the Appstore. They want developers pay a tax of 1000+ euros for developing for iPhone. If you are an indy developer, and you want to offer a game or utility for free, or for a few cents, you can't afford this.
...and if you supply the app compiled for a platform you don't own, and it doesn't work, what do you do then?