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There is a profiler function in the menu that lists time in all functions so you can find your bottlenecks.

and ->Output after running the game/program.

Hola Compis (no se si alguno sobrevive aún)  =D, quería haceros una pregunta la he puesto en el foro Inglés, pero como mi inglés es realmente malo quizás no se entienda.
Bueno el asunto es:
Como puedo medir el tiempo que necesita una función o en su defecto todo el tiempo que necesita mi programa en ejecutarse, algo similar a lo que hace el comando TIME en Linux, o algo similar a Vlagrind.

Gracias como siempre por vuestro tiempo.
Hi folks, how I can calculate the time needs a function to do his work?¿...

I want say something like the TIME command on Linux, (I think this command says the time of all Code, not only function, but is enough for my needs)

Thanks in advance.

Yes  :(

By cons, you are right in my test program it's not 4096 but 4224 the max  :D  :S 

I'm going to bed, this bug gives me a headache :sick:

Thank You Hemlos.

ye, sounds like an array crash
Hmm, I think you didn't understand the problem, but perhaps I'm poorly explained.
While you were answering me I wrote a modification in my first message, maybe it's clearer no?

If you exceed the number of 4096 objects in your program, your program crashes completely.
actually its 4224=4096+128 objects, but whos counting anyways? lol

i realize this defeats the purpose of having no extra files to load, yet...
u can reuse object ID numbers, and can save infinite amounts of objects to drive.

Code: GLBasic [Select]
INC num, 1 ////etc etc etc
CreateCube(num, sz)

// ------------------------------------------------------------- //
// -=#  CREATECUBE_NO_TEXTURE: Fast but without texture  #=-
// ------------------------------------------------------------- //
FUNCTION CreateCube_no_texture:  num, sz
        // Diese Variablen sind als LOCAL definiert:
        // num, sz,

        // 2-4-3-1
        // | | | |
        // 6-8-7-5
        //   | |
        //   6-5
        //   | |
        //   2-1
        //   | |
        //   4-3 Strip: 4 3 8 7 5 3 1 4 2 8 6 5 2 1

        // Normals + culling is wrong!!

LOCAL s[], n, m, x,y,z
        DIM s[14]
        s[0]=4; s[1]=3; s[2]=8; s[3]=7; s[4]=5
        s[5]=3; s[6]=1; s[7]=4; s[8]=2; s[9]=8
        X_OBJSTART 0
                FOR m=0 TO 13
                        x = MOD(n, 2)
                        y = 1-INTEGER(n/4)
                        z = 1-MOD(INTEGER(n/2), 2)
                        X_OBJADDVERTEX  x-.5, y-.5, z-.5, 0, 0, RGB(255,255,255)
        X_SAVEOBJ "Filename" + num + ".png", 0

GLBasic - de / Steam Version 16
« Last post by Worebu on 2019-Feb-19 »
Moin Moin. Kommt man irgendwie als Lizenzinhaber an die Steam Version heran?

Beta Tests / Re: Test 3D software
« Last post by Snoopy on 2019-Feb-18 »
My engine is really optimized for software, but if it interests you (and maybe others), I would make an opengl version of my 3DS loader / renderer.
But not now because I have a problem with one of my projects (see the bugs section).
A problem that could also affect this future 3DS loader ;)

Thank you for moving the topic.
Bug Reports / Problem with the maximum number of 3D objects.
« Last post by Snoopy on 2019-Feb-18 »
Normally, GENX_OBJ() only returns -1 if there is not enough memory but that is not the case.
It seems that GLBASIC don't allow more than 4096 3d object.

In fact, the GENX_OBJ()  function gives 4095 at the beginning and decreases with each call, it has nothing to do with the memory, this function is probably just in relation to a memory array of 4096.
It is very restrictive that the maximum number of objects is not related to the available memory (as the help says), but only with a precalculated memory array, because a 3D world can often contain more than 4096 objects  :(
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