Excellent news! Well done Min
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MyType as MyType
myType as TMyType
<uses-sdk android:minSdkVersion="8" android:targetSdkVersion="8" />
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.VIBRATE" />
<uses-permission android:name="android.permission.BATTERY_STATS" />
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.WAKE_LOCK" />
<supports-screens android:resizeable="false"
// Power management
PowerManager pm;
PowerManager.WakeLock wl;
// Audio
private static Thread mAudioThread;
private static AudioTrack mAudioTrack;
// Power management
PowerManager pm; // <<-- ADD THIS LINE
PowerManager.WakeLock wl; // <<-- ADD THIS LINE
// Load the .so
static {
System.loadLibrary("SDL");
System.loadLibrary("SDL_image");
System.loadLibrary("mikmod");
System.loadLibrary("SDL_mixer");
System.loadLibrary("SDL_ttf");
System.loadLibrary("main");
}
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN | WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON);
pm = (PowerManager) getSystemService(Context.POWER_SERVICE);
wl = pm.newWakeLock(PowerManager.FULL_WAKE_LOCK, "GLBTag");
wl.acquire();
wl.release();
wl.acquire();
wl.release();
Quote from: Slydog on 2012-Jun-11
Do fragment shaders work with GLBasic? (Since it's only OpenGL 1.1?)
I wonder if the hardware on the PC just didn't mind the shader code, while the Android version is more strict.
@mentalthink: Cool, never heard of the Khhonos Library yet! So it MAY be possible to run OpenGL 2.0 in GLBasic?!?!
Quote from: Ocean on 2012-Jun-11
"test.frg" in the GLB code misses an 'a' `?
void main(void)
{
gl_FragColor = vec4( 1, 1, 0, 1);
}
IF (X_LOADSHADER(1, "", "test.frg"))
STDOUT "Shader loaded ok\n"
ELSE
STDOUT "FAILED TO LOAD SHADER!\n"
ENDIF
Quote from: veketor on 2012-Jun-06
Could be possible, with the future compiler for PI, that the generated code works without X (I refer directly from the CLI) ?