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Messages - Qedo

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Couldn't it be the older version of emscripten (1.39.20)?

GLBasic - en / Re: Steam HTML5 Compiler
« on: 2022-Oct-03 »
it seems so, see
I tried to compile Opengl.bas and compile it though the result does not seem correct to me
My Python version is 3.8.3

GLBasic - en / Re: Steam HTML5 Compiler
« on: 2022-Sep-24 »
we never think about simple things :D

GLBasic - en / Re: Steam HTML5 Compiler
« on: 2022-Sep-23 »
about the local web server not working but are you sure you have python installed?
To check this, open a cmd and run python.exe

GLBasic - en / Re: Steam HTML5 Compiler
« on: 2022-Sep-23 »
try this:

SUB MainLoop1:
   PRINT "Hello World",10,10

GLBasic - en / Re: Steam HTML5 Compiler
« on: 2022-Sep-23 »
If the "Media" folder is empty this is probably the problem.
Put any file in it and recompile.
Once compiled, forget XAMPP and run "run_local_test.bat" instead

GLBasic - en / Re: Steam HTML5 Compiler
« on: 2022-Sep-07 »
There is not much documentation, but almost everything should work. My G.A.C.K. games run in HTML5.

Yet Gernot in HTLM5 the mouse test:

SUB MainLoop1:
    PRINT "X:" + MOUSEAXIS (0), 0, 0
    PRINT "Y:" + MOUSEAXIS (1), 0, 20
    PRINT "Z:" + MOUSEAXIS (2), 0, 40
    PRINT "A:" + MOUSEAXIS (3), 0, 60
    PRINT "B:" + MOUSEAXIS (4), 0, 80
    PRINT "C:" + MOUSEAXIS (5), 0.100

only the left mouse button works.
Any idea?

GLBasic - en / Re: Steam HTML5 Compiler
« on: 2022-Sep-07 »
OUTLINING_LIMIT is an error I get when compiling with HTML5.
If I compile with HTML5-WebGL everything is OK
Tried with version 16.947 and the latest html5 Steam version (not sure which version)

GLBasic - en / Re: OPENGLES
« on: 2022-Sep-05 »
it is true I realize the work, but I thought it is not possible to access Opengl ES 2.0 via SDL 2.0?

GLBasic - en / Re: GLBASIC updates this year?
« on: 2022-Sep-01 »
what do you miss? my problem are ideas. I should do a refresher on my brain  =D

Code Snippets / Re: FASTMEM2SPRITE
« on: 2022-Aug-22 »
Your solution that allows you to add a smaller or smaller image into a larger one is really functional. Great  :booze:

but two things don't work on my system:
1) the square brackets in
   unsigned char * low = (unsigned char *) & pixels [0] ;
   unsigned char * high = (unsigned char *) & pixels [(height -1) * width];
  with them the program does not compile with error: "no match for 'operator []"
2) the variable "stride" crashes the program
unsigned char * high = (unsigned char *) & pixels [(height-1) * stride];

Code Snippets / Re: FASTMEM2SPRITE
« on: 2022-Aug-21 »
Right considerations dreamerman even if something I don't understand.
I answer where I can.

A) Size of int:
   In both Win32 and Win64, int and unsigned int, equal 32 bits, see Range of values ??
B) Win64:
   it is correct as it is does not compile, it is necessary;
   1) delete typedef unsigned int size_t;
   2) vary these 2 lines in:
        extern "C" void * memcpy (void * destination, const void * source, unsigned int num);
        extern "C" void * memset (void * ptr, int value, unsigned int num);

   delete typedef unsigned int size_t;

   obviously size_t in Win32 Win64 is already declared but I don't understand why it gives problems only in Win64

C) OpenGL ES:
   glGetTexImage instead of glReadPixels could be done but notoriously glReadPixels is very slow and so I didn't even consider it.
   On the internet, in addition to the example you gave me, other examples are at least for OpenGL ES2.0 with commands incompatible with GLBasic version 1.1.

D) "unsigned char * high = (unsigned char *) & pixels ((height -1) * width);"
   Unfortunately I'm not much of a C ++ expert but "((height -1) * width)" returns the address of the beginning of the last line of an integer array.
   Example with a 4x2 matrix "((height -1) * width)" will be = 4 which with the cast (unsigned char *) will become 16. So with "unsigned char * high" high points to the sixteenth byte address. At least I have reasoned that way and it seems to work.
   The variable "stride" instead represents the length in bytes of the sprite line

E) Instead I don't understand:
   "in c ++ examples the last variable isn't 'width' but 'stride' -> 4 * width, and I was wondering why it's working here, then looking at rest of code reminded me that as function argument you are using glb int array without casting it to 'uint char / byte' "

Sorry if I answered without a specific order and a bit at random but I hope it's clear
Thank you

GLBasic - en / OPENGLES
« on: 2022-Aug-19 »
Hi everyone, I ask you this question:
Can GLB use OPENGLES 2.0?
Because in the \ Compiler \ platform \ android \ lib folder there is the file where the functions of version 2.0 are present
In a thread from several years ago Gernot recommended using the ES1.1 version for compatibility issues only it was running Android 1.6 at the time.
Water has passed under the bridge and it would be useful to be able to use something more recent.
If it were possible to use 2.0, is there a procedure to be performed or is everything transparent?
Thank you

Very interesting dreamerman here there is to study hard  :nw:
I didn't think there were so many algorithms on this topic
Thanks so much for sharing :booze:

Code Snippets / Re: FASTMEM2SPRITE
« on: 2022-Aug-17 »
Hi all, finally after Fastmem2sprite here is the solution also for Fastsprite2mem.
The combination of the two functions gives fastest  results, almost 400 fps.
Unfortunately Fastsprite2mem (unlike Fastmem2sprite) only works only with 2 ^ n size dims and also does not work with OpenglES because the glGetTexImage function is missing,  :rant:.
I added the optional mirror parameter for both to reverse the image since opengl puts it upside down.
Try and let them know. I think you will use them in your programs  =D

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