Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Stu_C

Pages: 1 [2] 3
16

No its the same for all platforms.

Just make sure you have a media folder in the .app folder for win32 and a copy of it int the iPhone Xcode Media folder




17

also the iPhone is case sensitive on the folder name and the filename.

/Stu

18
GLBasic - en / Userlib
« on: 2009-Aug-25 »

Is it possible to create a userlib from a project that uses several .gbas files ?  All the tests im doing have work but they have been with a single GBAS file,  now testing on a project I want to create as a userlib seems to only compile the file you are currently looking at.


19

Sorry to reactivate this thread but I really could do with STOPSOUND too :)


20
Bug Reports / Re: Iphone Does Not Compile
« on: 2009-Aug-17 »

shall test in the morning - many thanks


21


Moved to BUGS - can moderator remove this topic......


22
Bug Reports / Iphone Does Not Compile
« on: 2009-Aug-16 »
Iphone compile is broken


v 7.082

collect2: Id returned exit status
symbols(s) not found
OPENGL_IMAGE::LoadImageJP(char const*
Xcode error   LoadjPEG(char.....   


COmpiling with Xcode 3.1.3


23
Each DRAWSPRITE is sending it once, so if your drawing it 150 times - its bing sent 150 times.  The texture would only be uploaded once but each drawsprite is sending  6 sets of verts - I would imagine.



24
Iphone compile is broken


v 7.082

collect2: Id returned exit status
symbols(s) not found
OPENGL_IMAGE::LoadImageJP(char const*
Xcode error   LoadjPEG(char.....   


COmpiling with Xcode 3.1.3


25

Bit more investigation and it appears the offending line was setting a var inside a type as an RGB() value.  Think I read somewhere that you cant have deault values defaulting to a function ? in which case case solved.


Code: (glbasic) [Select]
type dummy
color=  RGB(255,255,255)
end type


26

I have a project that compiles fine as long as you dont compile as debug.

The compiler returns with

Code: (glbasic) [Select]
error: expected constructor, destructor, or type conversion before '(' token

and the offending line is the ON_DEBUG ( 1, 109 );

Code: (glbasic) [Select]
#undef __GLBNO__
#define __GLBNO__ 110

#undef __GLBNO__
#define __GLBNO__ 110
ON_DEBUG ( 1, 109 );

#undef __GLBNO__
#define __GLBNO__ 111

#undef __GLBNO__
#define __GLBNO__ 111
// auto-mid handle mode (T/F).

#undef __GLBNO__
#define __GLBNO__ 112

#undef __GLBNO__
#define __GLBNO__ 112
//.

any idea to why this is happening ?



Also a little niggle, once you have selected to view the gpc_temp file, then recompile,  the gpc_temp is not reloaded back in.




27

Im drawing 200 sprites with drawsprite - same image of 32x32 and the routine takes between 12 and 15 milliseconds - I dont understand why it should fluctuate either - I'm literally just doing a DRAWSPRITE.

Same on a PC takes 0.5 millisecs :)


28
Off Topic / Re: Retro Remake Regulars sign in
« on: 2009-Aug-11 »

im here.


29
GLBasic - en / Re: SPLITSTR Error...
« on: 2008-Oct-08 »

Ok,  I'll take it that I have been told  :good:


30
GLBasic - en / Re: SPLITSTR Error...
« on: 2008-Oct-08 »
Quote
Replace is a good idea!

Suppose thats ok as a work around - but would prefer it to be automatic :)


Pages: 1 [2] 3