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lol – now this server isn’t taking 30 seconds to serve a page, I managed to use the search…
seems I’m not the only one to “discover” the
Struct constFloat = “const float”
hack!
oops this works fine till you do a clean build of a project using the module – the module will compile fine, but not the source using the module…
I think something in module.json might be the way to go….
any ideas….
fast? its amazing what you can do while the wife is watching corrie and other stuff on the one eyed monster!!
if you fancy getting glfw working for windows (shouldn’t be that hard) its up on github https://github.com/chriscamacho/glfw-MX2 drop your email into http://bedroomcoders.co.uk/contact if you have any troubles – its probably what I’ll base a simple 3d render on
with ODE I have a text rendering! of a bouncing ball already (only about 20 functions available!)
modern openGL *looks* complex and can be a pain to get working but once you have a simple renderer written you can abstract away all the nuts and bolts, if you can handle matlab then the math you need for shaders should be a doddle!
I *really* don’t want to modify the C++ code its a large code base and will require periodic updating
I am aware of what a const pointer is on the C side of things having used them in previous C projects, just a shame that MX2 doesn’t have some mechanism to handle them (or rather more gracefully) I might have misunderstood your reply but did you get that I am only using constFloat specifically where I need to handle a const pointer and no where else?
glue code could slow things down, an extra call per call when there could be the need to retrieve several hundred const pointers per drawn frame doesn’t seem ideal either…
Do you see any issues with my solution (given that yes it is a tad ungraceful) ?
…well in the end I found a little extra (touch wood doing a little better than I thought lol spreadsheet for the win!) ended up doing a monthly paypal…
what’s better for you paypal or patreon ?
Windows 10 now has the look of a dying OS.
I don’t think we’re that lucky, I did try giving 10 a good go but its a PITA to use and after I heard a major update wipes your partition table I’ve just not bothered booting it since.
The wife has to use a win10 machine when she does her charity work, she has a heap of win10 books from the library and I can’t remember the last time she had a problem with her home desktop which she even keeps up to date too!
I just don’t get where people get this idea its easy to use and it drives a horse and cart through privacy…
I think people just assume GLFW 2 and 3 are identical, thing is 3 was basically a complete re-write afaict and is a very different beast…
having great fun chasing a window round the screen an resizing it while it maintains a 16:9 ratio all thanks to glfw and the scary thing is each function I wrap is working first time
@nobuyuki a cursory glance at win32_joystick.c leads me to believe that it uses directx – (dinput8) if your joystick works in the control panel it should just work…
@Mark Sibly I like how CString works thanks for pointing that out, it all works but for an oddness with a callback prototype its a const, c string, pointer and I can only get libc.const_char_t ptr working for now, but I’m not overly worried as it doesn’t look too fugly nor too much of a pain to use…
Monkey1234' try asking for GLFW_CONTEXT_VERSION_MAJOR 8 to see this workingFunction error_callback(error:int,desc:libc.const_char_t ptr)Print "error("+error+") "+String.FromCString(desc)Endone thing for sure wrapping a C API is a great learning experience for mx2 coding! and no where near as traumatic as writing a JNI wrapper !!
…you should maybe look again at GLFW I’d be hard pressed to see how you could do much more input wise and be as flexible !
I’ll have to look again at CString as all its doing is passing a title that isn’t modified, mind you does glShaderSource modify the string or am I misunderstanding you ? (probably)
I gotta say its a good job to docs are so sketchy other wise this language would be no fun – its WAY too easy to use, ya meanie !!! (spoiling all our “fun” – mutter grumble mutter)
for the learning, and frankly SDL has had its time, GLFW is much nicer to use – any reason there can’t be more than one choice ?
see glShaderSourceEx in the gles20 basically doing the same for the same reason afaict
Time for a new laptop?
from http://www.phoronix.com/scan.php?page=news_item&px=MTMwMDg
Intel HD 2000/3000 “Sandy Bridge” hardware is also OpenGL ES 3.0 capable, but not officially right now. There’s patches heading to Mesa 9.1 that will allow OpenGL ES 3.0 to officially work on this generation-old Intel hardware. Intel will be submitting Sandy Bridge results to Khronos soon.
which is out of date ! Mesa is now at version 13 (at least on my box)
so if you want a new lease of life for your older hardware, you might want to try Linux on it…
according to here https://support.apple.com/kb/sp619?locale=en_US
its an HD3000 GPU so it should do at least OpenGL 3.0 on Linux so I’d have though GLES2.0 support should be fine, however I’m less confident about Apples support for older hardware ???
how “early” is it, I’m not sure what Mac GLES support is like, if the sdl2test doesn’t work it could be because either you don’t have the needed dependencies or lacking OS support – if you dual boot, then you could maybe test under Linux?
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