Mark Sibly

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Viewing 15 posts - 916 through 930 (of 1,431 total)
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  • in reply to: Compile to 64 bit #6065

    Mark Sibly
    Keymaster

    Yes, Windows builds are currently 32 bit as there is still a bunch of stuff that need to be rebuilt for 64bit.

    in reply to: RPI 2 Build… #6055

    Mark Sibly
    Keymaster

    No, I think in general you can’t use GLES20 HW acceleration in ‘X’ on Pi (although no one seems to *really* know…). I think SDL used to support software rendering in X, but that’s not much use. There’s a whole lower level ‘layer’ system in there for accelerated GLES20 support.

    There was a beta GL driver with HW acceleration that sort of worked, but it was doing something weird with quad vertex colors. I suspect it’ll take a while to be usable. Might be an eventual option though.

    in reply to: iOS TARGET issue! #6053

    Mark Sibly
    Keymaster

    The latest ‘develop’ branch version should be building both arm and arm64 ios apps now.

    in reply to: RPI 2 Build… #6052

    Mark Sibly
    Keymaster

    I spent a fair bit of time on the Raspberry Pi but just couldn’t get it working well/properly.

    If you want GLES20 acceleration then yes, you’re stuck with a ‘fullscreen mode’ that doesn’t play particularly nicely with the desktop X GUI (if at all?).

    If anyone has any tweaks etc, please let me know, but it’s a frustrating target to write for – VERY slow build times of course, plus you’re kind of own you’re own when it comes to getting it working, with very sparse/confusing docs etc.

    I don’t want to remove raspberry Pi support, but it’s a little much for me to take on ‘properly’ right now.

    in reply to: Loading via http #5991

    Mark Sibly
    Keymaster

    IMO , wget is the best way to do http requests right now (and IMO it’s very simple to use) as it deals with the 1001 ‘little issues’ to do with contacting a server.

    I have tried to write HttpRequest modules on top of TCP before, and it always ‘sort of’ works but there’s always a server out there that doesn’t implement RFC blah123456 properly, or something to do with proxies or https or ipv6 that’ll trip it up. In other words, it’s a big job that requires a lot of http/tcp experience, something (along with time) I just don’t have.

    Next thing to try would probably be to get libcurl building as a module – feel free to give this a go! It has a simple ‘C’ API that should be relatively straightforward to implement. Personally, I’m fine with wget for now so a libcurl module is down the list priority wise (for me anyway) sorry.

    in reply to: SimpleLight : issue with normal/specular textures #5990

    Mark Sibly
    Keymaster

    Regarding the first post above: Are the images from the ‘simplelight’ banana output? have you made any changes to the source code?

    Have you updated video drivers recently? If not, can you try that?

    in reply to: Image tiling issue #5978

    Mark Sibly
    Keymaster

    If you are using filtering, tiles should generally have a 1 pixel border around them as minor math errors in the GPU can mean incorrect texels are occasionally sampled.

    More info here:

    http://gamedev.stackexchange.com/questions/61796/sprite-sheet-textures-picking-up-edges-of-adjacent-texture

    in reply to: Fullscreen issues #5940

    Mark Sibly
    Keymaster

    Not having any problems here – I’ve just added Alt-Enter for toggle fullscreen to spacechimps and pushed to develop branch at github. Tested on windows, macos, linux.

    BeginFullscreen with no parameters should theoretically do the same thing as ‘old ‘ Fullscreen=True (which is still in there for BW compatibility).

    in reply to: Mouse Desktop Issue? #5924

    Mark Sibly
    Keymaster

    Also, emscripten should be working again with last master branch!

    The emscripten compilers appear to have problems with long ‘relative’ paths (this has popped up a few times in the past too ), so I’ve made a few tweaks that should help – they do here anyway.

    in reply to: Ted2Go IDE #5922

    Mark Sibly
    Keymaster

    > Scrolling of code tabs by mouse wheel or by buttons Prev / Next in the right top corner

    Nice!

    in reply to: Inline member visibility #5897

    Mark Sibly
    Keymaster

    I *had* thought sticking private into a class body would make the following methods private

    It does – but stuff in a file can ALWAYS see stuff in the same file which may be tripping you up. Kind of a budget ‘friend’ mechanism, but one I like so it’s staying even if you hate it! ‘D does it too’ is my usual excuse…

    As for…

    Private Method MyPrivateMethod()
    End

    …I actually quite like this, the only question being does it change the ‘default’ access to private too? IMO, it shouldn’t, but I can’t give any particularly logical reason why, so I’ve been reluctant to add it. I do want it sometimes though…

    in reply to: Mouse Desktop Issue? #5895

    Mark Sibly
    Keymaster

    The desktop version needs ‘RequestRender’ somewhere, either in a timer or you can just stick it at the top of OnRender, eg:

    Emscripten works a little differently and is ‘always rendering’.

    in reply to: Mojo Render Lagging #5891

    Mark Sibly
    Keymaster

    > If I turn the framerate down to 2fps, the problem is obvious.

    With swapinterval=30, I get 2 FPS on emscripten (and mouse lag of about .5 sec) which is correct, but 15 for desktop, which is wrong although mouse lag still looks correct for 15FPS.

    But the SDL docs for SetSwapInterval only mention possible param values of 0, 1 or -1 (-1 is quite interesting…):

    https://wiki.libsdl.org/SDL_GL_SetSwapInterval

    Also, the egl docs mention implementation min/max values:

    https://www.khronos.org/registry/egl/sdk/docs/man/html/eglSwapInterval.xhtml

    So it’s very likely my driver only supports 0,1 or 2 for swapinterval. Yours does seem to be crazily off though if swapinterval 30=2 second lag, but on the other hand if swap interval is outside of supported driver range anything weird could happen.

    I would not depend on SetSwapInterval supporting anything beyond 0 or 1. Even then, graphics drivers can override vsync behavior so it may not work at all.

    in reply to: Draw Efficiency/Memory Management with Tilesheets #5884

    Mark Sibly
    Keymaster

    I’m loading each Tile Image as a subimage from a tilesheet image. Is this more efficient than just drawing the corresponding subimage of the tilesheet image each Render cycle for each Tile.

    The optimal way to handle atlases/tiles is to load the ‘atlas’ once using Image.Load, then create tiles using ‘New Image( atlas,x,y,w,h ) ‘ etc.

    If answer to 1 is yes. How do I unload the tilesheet image from memory after I’m done loading each tile from it.

    You want to leave the altas in memory – the basic idea is:

    Basically, you only need to Discard() what you’ve .Load()ed. That’s the theory anyway…

    Is there some way to perform “instanced rendering”

    Not really, although it generally pays to try and eliminate ‘render state changes’ when drawing – this basically means ‘batching’ draw calls that use the same atlas and blend mode. If you’re drawing tiles from a single atlas using a single blend mode, there’s nothing to do here!

    Does any of this matter?

    Depends what you’re doing.

    in reply to: Shortening file extension *.monkey2 to *.mx2 or other #5862

    Mark Sibly
    Keymaster

    Nope, too late to change this sorry, the ‘official’ extension is .monkey2.

Viewing 15 posts - 916 through 930 (of 1,431 total)