Mark Sibly

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Viewing 15 posts - 1,231 through 1,245 (of 1,431 total)
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  • in reply to: V103 does.makedocs.work.for you? #3032

    Mark Sibly
    Keymaster

    Working fine here from both scripts and ted2 (build->rebuild documentation).

    in reply to: Error when importing SDL2 #3031

    Mark Sibly
    Keymaster

    This really is an mx2 bug – the error should be reported by mx2, not c++!

    Could you post an issue at github? Just copy and paste the above is fine.

    in reply to: V103 – bloody annoyed! #3030

    Mark Sibly
    Keymaster

    Definitely looks like a mingw version mismatch error, which theoretically shouldn’t happen if you’ve got the correct mingw in devtools.

    Perhaps try removing any another mingws you have from your system PATH?

    in reply to: Make docs, for your own App (not a module) ? #3029

    Mark Sibly
    Keymaster

    No, you can’t currently make docs for an app but it’s an interesting idea.

    The main problem is that makedocs really just produces a pile of html files and an ‘index.js’, which gets merged into the doc system (ie: a jstree etc, iframes etc).

    But for an app, there is no doc system – which should happen to the html files and index?

    in reply to: V103 – bloody annoyed! #3001

    Mark Sibly
    Keymaster

    MARK… YOU BROKE THE BLOODY SHIP!

    I have tried to make clear in the past that hidden APIs are hidden for a reason, and that mojox was still under active development (which is why it was rolled into Ted2 and not a standalone module) but apparently I didn’t try hard enough. Please keep this in mind for the future – if you use any ‘hidden’ or other experimental stuff that’s not docced, you run the risk of it getting ripped out or changed at a later date.

    But what problems are you having anyway? If you’re using your own fork of the old mojox, it should be relatively easy to get going as nothing major has really changed in mojo – perhaps the names of a few internal methods (many of which will now be public), but that should be about it.

    in reply to: memory access violation with vec2f #2964

    Mark Sibly
    Keymaster

    This is working here in the latest Ted2, ie: the debugger catches the error, highlights it, stops when you hit ‘stop’, and works again and again.

    I have tweaked the guts of DebugView a bit so I may have fixed something along the way…

    New stuff should be up tomorrow or Monday – just want to give everything a bit of a thrashing first.

    in reply to: SDL and selecting a GL profile #2940

    Mark Sibly
    Keymaster

    > Also, calling SDL_GL_SetAttribute() before creating a window crashes,

    You need to do this after SDL_Init, but before creating the SDL_Window.

    If you’re trying to do this in mojo as opposed to raw SDL, you’ll probably have to hack the AppInstance class.

    I’d recommend trying with raw SDL first to get things working, eg:

    All this does is enable depth buffering, but it’s a start.

    but the whole thing is just a bunch of crap.

    Eloquently put, but it is what it is. MS won this round, hopefully Vulkan wins the next!

    in reply to: SDL and selecting a GL profile #2937

    Mark Sibly
    Keymaster

    You probably need to use this *before* opening the window.

    https://wiki.libsdl.org/SDL_GL_SetAttribute

    Also, you may have to change this line in SDL2 include/SDL_config_windows.h

    #define SDL_VIDEO_OPENGL     0

    …change to ‘1’ then update sdl2 module. Might need some other tweaks too. There are also some additional SDL functions for selecting the preferred video driver you might need to look into.

    > I kinda disagree with this, anyway; I’m not convinced that whatever performance boosts could be gained by running in a DirectX emulated environment is worth the stability loss of not actually running the OpenGL on hardware

    The main issue here is compatibility – the sad fact is that a random PC has a much better chance of running HW accelerated D3D9/D3D11 decently (without a graphics driver update) than it does OpenGL. Even with a driver update, GL can still be a bit hit and miss…

    The angle code is very stable (it’s used by most browsers) and very fast (faster than d3d9 bmx here) so IMO it’s the right choice for a ‘default’ driver..

    in reply to: New Vec2f not working inside New Constructor ? #2892

    Mark Sibly
    Keymaster

    Interesting that the method can be called on a null object though.

    Yeah, I might yet change this, but mx2cc itself currently depends on this behaviour so it wont be for a while yet.

    in reply to: Some insight about Json parser. #2890

    Mark Sibly
    Keymaster

    The Json parser definitely needs better error feedback! I’ve been using this to validate my json lately:

    http://www.jsoneditoronline.org/

    I think the default behaviour of the parser should definitely be ‘standard-valid’ as it ensures your json will work anywhere. but I’m open to the idea of adding some JsonParserFlags that allow things like extra trailing commas, comments in json etc.

    in reply to: Generic function types? #2886

    Mark Sibly
    Keymaster

    Not sure what you’re trying to do there – why is TestGenericClass a method? etc…

    Generic methods/functions are supported though, eg:

    You need the ‘<T>’ after the ‘Min’ so the compiler knows that ‘x:T’ and ‘y:T’ refer to generic types, not just a type ‘T’ that might be declared elsewhere.


    Mark Sibly
    Keymaster

    Thanks, but that’s totally useless to me without some kind of ‘steps to reproduce’ description.

    in reply to: Compiling on Mac OS X #2846

    Mark Sibly
    Keymaster

    Actually, the ‘-c’ flag shouldn’t be in there, will remove.

    in reply to: Asteroids remake #2812

    Mark Sibly
    Keymaster

    Great stuff!

    Had to turn flicker off pretty quickly though…

    in reply to: #Import "assets/something" why import lines for this ? #2809

    Mark Sibly
    Keymaster

    Local obj:=JsonObject.Load(‘assets/test.json’)

    This loads directly from the filesystem, and will work if you’re in the right current directory, eg:

    ChangeDir( ExtractDir( AssetsDir() ) )   ‘changedir to parent dir of assets dir.

    Local obj:=JsonObject.Load( ‘assets/test.json’ )

    But note that if you’re trying to write something that runs everywhere, assets may not even be stored in the filesystem (eg: on android they’re stored in a zip), so it’s safest to use ‘asset::’

    #Import “assets/*”

    This will be in the next release.

Viewing 15 posts - 1,231 through 1,245 (of 1,431 total)