V11+V12 Beta bugreports!

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kanonet

X_SPRITE not working on android (but my replacement is working), maybe this is somehow related to other 3D bugs on android, like sometimes inverted cullmode?


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Updated 1st Post.
(No idea if someone cares)
Lenovo Thinkpad T430u: Intel i5-3317U, 8GB DDR3, NVidia GeForce 620M, Micron RealSSD C400 @Win7 x64

DaCarSoft

Quote from: kanonet on 2013-Nov-03

Updated 1st Post.
(No idea if someone cares)


Sure!!!!!!

For me, it cares!!! Thanks!!!
"Si quieres resultados distintos... no hagas siempre lo mismo" - Albert Einstein.

kanonet

Quote from: DaCarSoft on 2013-Nov-09
Quote from: kanonet on 2013-Nov-03

Updated 1st Post.
(No idea if someone cares)


Sure!!!!!!

For me, it cares!!! Thanks!!!
Thank you. BTW sorry for not including much of your iOS reports. I read them but I must say I dont understand much of it and dont know what got fixed and whats still active. So if something is missing, just tell me how I should add it and I will do. Since I dont know if Gernot is watching this thread, I cant guaranty you, that adding something will help getting it fixed.
Lenovo Thinkpad T430u: Intel i5-3317U, 8GB DDR3, NVidia GeForce 620M, Micron RealSSD C400 @Win7 x64

DaCarSoft

Thanks, no problem.

By the way, I think all iOS problems are fixed. I told Gernot about bugs, etc. and I sent him some code to fix them. It appears that all my fixes are included in V12. There are still a couple of new problems related to Xcode project's icons and about not overwriting ".a" libs, but I told him directly.

If I think there is something new to be added here, I will write here.  :)
"Si quieres resultados distintos... no hagas siempre lo mismo" - Albert Einstein.

MrTAToad

Compiling for WinCE generates a whole load of compiler errors, for example :

Code (glbasic) Select
/cygdrive/C/Users/Me/AppData/Local/Temp/glbasic/gpc_tempg.cpp:4455: error: ambiguous
   overload for 'operator+' in '
   __GLBASIC__::PLATFORMINFO_Str(__GLBASIC__::DGStr)() +
   __GLBASIC__::SEPERATOR_Str'
/cygdrive/Z/Programming/GLBasic/Compiler/platform/Include/glb.h:298: error: candidates
   are: __GLBASIC__::DGStr __GLBASIC__::operator+(int, const
   __GLBASIC__::DGStr&) <near match>
/cygdrive/Z/Programming/GLBasic/Compiler/platform/Include/glb.h:298: error:     
               __GLBASIC__::DGStr __GLBASIC__::operator+(long long int, const
   __GLBASIC__::DGStr&) <near match>
/cygdrive/Z/Programming/GLBasic/Compiler/platform/Include/glb.h:298: error:     
               __GLBASIC__::DGStr __GLBASIC__::operator+(float, const
   __GLBASIC__::DGStr&) <near match>
/cygdrive/Z/Programming/GLBasic/Compiler/platform/Include/glb.h:298: error:     
               __GLBASIC__::DGStr __GLBASIC__::operator+(double, const
   __GLBASIC__::DGStr&) <near match>


Caanoo just produces :

Code (glbasic) Select
Wordcount:5665 commands
compile+link:
*** FATAL ERROR - Please post this output in the forum



spacefractal

A bit old thread. Im thinks we should rechecks eventuelly issues that is in v13 and confirm if they still exists, and then change the title line.
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

erico

probably create a new v13 bug thread is better. :good:

Ian Price

Quote from: erico on 2015-Jan-14
probably create a new v13 bug thread is better. :good:

:good:
I came. I saw. I played.

erico

hopefully it is not that long now for a release...with all that mac and virtual screen fixed and so on :S :-[ :P...

spacefractal

I'm do see can help on some of the bugs after my skiing. Currently as I'm said before ios was most important to get working again.

I'm do thinks the virtual screen and vsync issue is most important to get fixed on Mac OS. Here it's uses SDL, which can effect platform using those.
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

erico

hopefully won´t break caanoo/pandora support if those fixes come about. :good:

Have a happy skiing, here I´m more of a snowboarder...
No snow in brazil enough for that and sandboarding just don´t cut to the buzz speed  :( worse around these 43 celsius these days!

I´d exchange some of that snow pronto.! :good:

spacefractal

Hehe. I'm take a trip to France as last year.

All named platforms uses SDL, so it's property same issues on all platforms eventually.
Genius.Greedy Mouse - Karma Miwa - Spot Race - CatchOut - PowerUp Elevation - The beagle Jam - Cave Heroes 2023 - https://spacefractal.itch.io/

Qedo

#57
Hi all,
with GLBasic Version 15.238 in Html5 platform, GETDESKTOPSIZE it still does not work.
I don't know with the vers. 16 has been resolved because I still have problems installing Html5 see:
https://www.glbasic.com/forum/index.php?topic=11364.15
does anyone have an alternative solution?
Ad maiora

Qedo

has anyone used GETDESKTOPSIZE in html5 or found a solution?

dreamerman

hm.. from what I see generally html5 games doesn't allow to change resolution, or if they do, then it's done by changing canvas size, and in such situation GetScreenSize should be sufficient.
Ofc. problem may be urgent when trying to do some iOS/Android cross platform html5 app.
Some workaround could be writing JS function to check desktop resolution (not sure if it's allowed in current JS standard) and calling it from GLB, it should be possible in some way, but way that html5 target works doesn't make it such simple :/
Check my source code editor for GLBasic - link Update: 20.04.2020