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Messages - planetm

#31
I also really appreciate your work on this, I'm looking forward to testing it later :)
#32
Just in case anybody reading this thread in the future wonders the cause of my linux problems, Gernot provided a great deal of support and it turned out to be my old version of xgl/compiz causing the problems with opengl.

All sorted now, thanks :)
#33
I've been using glbasic in win2k via VMware in opensuse 10.2 and can compile linux programs OK. Have you tried updating to the most recent version?
#34
MUSICVOLUME vol#$

Sets the volume of the music that's currently playing. The value vol#$ is in the range 0 (silent) to 1 (loud)

The command was added in v4.230, you may need to do an internet update (from the 'web' menu in the sdk).

Good luck :)
#35
I've not tried on the gp2x, but doesn't the MUSICVOLUME command work?

I'm really glad to hear that you have come around to the value of glbasic now too PJBonoVox :)
#36
Hi again Gernot,

Thanks for fixing the x_print command.

I'm still having the segmentation error on linux though. Would it help if I sent you the source for my project? It's not very long and may help you to find the problem.

Matt.
#37
You actually just need the SDK Lite and NET addon to develop for gp2x.

As a user, I too think the price of glbasic represents good value. I originally just bought the SDK + NET addon for use on the gp2x, but since then I've actually done more projects for my pc and recently bought the 3D addon too. It's all excellent, I'm always amazed just how easily I can get something up an running.

PJBonoVox: just check out the demo, it's fully featured. You'll see just how easy it is to put together some working code, and see that it justifies the asking price.
#38
Hello world works fine!

I also tried PaperPlanes2, that crashed with the same error, but only after saving the plane.ddd file. My guess would be that it's a 3D related problem although I haven't tested further yet.

Regarding the X_PRINT text, you said 'X_PRINT should not be lit at all', does that mean that once the bug is fixed my text will all appear white (as it is in the font bmp) or will it all appear dark grey because it's not being lit up?

Thanks as always for the support...

Matt.
#39
But if X_PRINT is not lit then my nice white font appears dark grey on a black background and is almost unreadable, how can I work around this?

here's the linux console output:
Code (glbasic) Select
Set Vidmode
Screen BPP: 32

Vendor     : NVIDIA Corporation
Renderer   : GeForce FX 5700/AGP/SSE/3DNOW!
Version    : 1.2 (2.1.0 NVIDIA 96.31)
Extensions : GL_ARB_depth_texture GL_ARB_imaging GL_ARB_multitexture GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_window_pos GL_ARB_vertex_program GL_ARB_fragment_program GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_texture_mirrored_repeat GL_NV_blend_square GL_NV_texgen_reflection GL_NV_texture_rectangle GL_NV_texture_env_combine4 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow

SDL_GL_RED_SIZE: requested 8, got 8
SDL_GL_GREEN_SIZE: requested 8, got 8
SDL_GL_BLUE_SIZE: requested 8, got 8
SDL_GL_DEPTH_SIZE: requested 24, got 24
SDL_GL_DOUBLEBUFFER: requested 1, got 1
Extensions
ext: glActiveTextureARB   [ OK ]
ext: glMultiTexCoord2fARB   [ OK ]
ext: glClientActiveTextureARB   [ OK ]
ext: glGenBuffersARB   [ OK ]
ext: glBindBufferARB   [ OK ]
ext: glBufferDataARB   [ OK ]
ext: glDeleteBuffersARB   [ OK ]
ext: glMapBufferARB   [ OK ]
ext: glUnmapBufferARB   [ OK ]
ext: glCreateProgramObjectARB   [ OK ]
ext: glDeleteObjectARB   [ OK ]
ext: glCreateShaderObjectARB   [ OK ]
ext: glShaderSourceARB   [ OK ]
ext: glCompileShaderARB   [ OK ]
ext: glGetObjectParameterivARB   [ OK ]
ext: glAttachObjectARB   [ OK ]
ext: glGetInfoLogARB   [ OK ]
ext: glLinkProgramARB   [ OK ]
ext: glUseProgramObjectARB   [ OK ]
ext: glGetUniformLocationARB   [ OK ]
ext: glUniform1fARB   [ OK ]
ext: glUniform1iARB   [ OK ]
Init OK
Segmentation fault
#40
Another 3D question, sorry!

I have my program plotting points on a 3D graph and I can fly around them. When I press L each point is labelled using X_PRINT. Currently I have one X_AMBIENT_LT light source, but the label text appears white when viewed from one side and dark grey when viewed from the other side. Surely if the light source is ambient both sides should be lit equally? The side facing 0,0,0 is lit brightly. Adding X_SPOT_LT sources doesn't seem to help, in fact, if I remove the ambient source, they don't seem to illuminate X_PRINT text at all.

Is this a bug or am I doing something wrong? (You can grab my program executable from http://on.plu.to/The_Nuclear_Valley_0.4b.zip to see for yourself)

Secondly, has the Linux segmentation error bug appeared again, I compiled my code for linux last night and it failed to run on my OpenSuse PC?

Thanks for the continued support Gernot,

Matt.
#41
Thanks Gernot. I've still got quite a lot to learn regarding this 3d stuff, but I'm a step closer - I can now move around my graph :)
#42
I've just begun using the 3D functions of GLBasic. I've coded a very basic tool which plots a graph in 3D (for anybody that cares, I'm plotting number of neutrons against number of protons against binding energy per nucleon for about 3000 isotopes, produces the 'nuclear valley' shape - this is not relevant to my question though!). I'm amazed just how easy this has been in GLBasic, but now I want to be able to 'fly' around my graph.

My maths ability is pretty good and I have a reasonable grasp of vectors in 2D, but I can't get my head around how to code the movement stuff in 3D. I've searched around some and found references to cross products and the like but this is unfamiliar to me.

Ideally I'd like to 'fly' around the graph using a first person type control method. Something like arrow keys to go forwards/backwards and side to side, plus a mouselook type function. I'm storing the camera position cx,cy,cz and the direction relative to the camera dx,dy,dz and assume there are pretty standard functions used in 3D programming to process these for the type of movement i'm looking for.

Please could somebody point me in the direction of a good tutorial, or even provide some glbasic code for me to incorporate or build upon.

Thanks,

Matt.
#43
Excellent stuff, another example of just how quick and easy it is to get something up an running in glbasic.

Demonstrates why (as a total amateur)  I've got more done in glbasic in a few months than several years with some other packages. Thanks Gernot.
#44
Depending on how long it is since you last updated you might need to download the setup program again from the website, then do an internet update. When gp2x support was added you had to reinstall the SDK (see the news page: 'The current version (Dowload Setup, Internet Update would be too big) can build games for the GP2X now.').
#45
You need the SDK Lite and NET Addon, I believe the NET addon includes gp2x support. Or you could just get SDK Premium :)