Search found 70 matches
- Wed Mar 17, 2021 8:45 am
- Forum: Announcement
- Topic: Blog post !
- Replies: 325
- Views: 93654
Re: Blog post !
We are not really talking about OOP. OOP with Classes, Methods, etc. was discussed 10 or 15 years ago and the result was it will not be supported by PureBasic. It is a waste of time to discuss this over and over again. I agree! PB is 100% procedural and this new transpiler is just a step into reach...
- Wed Feb 17, 2021 9:56 am
- Forum: Coding Questions
- Topic: [Solved] PokeS(,,#PB_Ascii)
- Replies: 3
- Views: 1270
Re: PokeS(,,#PB_Ascii) Bug 5.73
You are using #PB_Ascii as length...
(Oops, STARGATE beat me)
(Oops, STARGATE beat me)
- Wed Feb 17, 2021 9:37 am
- Forum: General Discussion
- Topic: Prevent virus false positives
- Replies: 15
- Views: 4656
Re: Prevent virus false positives
I have this program called "License_Generate.exe" It uses Mail and FTP and PACK libs and it gets even put in quarantaine on my system (Win Defender). So I thought it's perhaps due to those libs. (some smart-ass scan routine looking for WinApi calls concerning FTP/Mail 'n stuff...) But no! ...
- Sat Feb 13, 2021 7:58 pm
- Forum: Coding Questions
- Topic: DrawingBuffer memory location?
- Replies: 2
- Views: 608
Re: DrawingBuffer memory location?
I think you misunderstood me. The moment I start using StartDrawing(SpriteOutput()) or StartDrawing(ScreenOutput()), the FPS drops big time. (I am speaking about subsystem OpenGL) So, IMHO, this The returned address can be directly in video memory if the output is ScreenOutput() or SpriteOutput() an...
- Sat Feb 13, 2021 12:18 pm
- Forum: Assembly and C Programming in PureBasic
- Topic: AVX-512 Instruction
- Replies: 8
- Views: 8562
Re: AVX-512 Instruction
ASIO is all about latency reduction. The smaller the buffers, the better.I hope to ASIO 2048 samples memory copy process in Bug head.
But if you talk about the render/mixing stage with anticipative pre-rendered buffering, then YES, AVX-512 is the way to go nowadays.
- Sat Feb 13, 2021 12:10 pm
- Forum: Coding Questions
- Topic: DrawingBuffer memory location?
- Replies: 2
- Views: 608
DrawingBuffer memory location?
The manual says: The returned address can be directly in video memory if the output is ScreenOutput() or SpriteOutput() and allows very fast pixel manipulation. Does this also mean that 2DDrawing/VectorDrawing libs are optimised for both OpenGL/DirectX??? (can't imagine that...) In my case, p.e., wi...
- Wed Feb 10, 2021 5:54 pm
- Forum: Tricks 'n' Tips
- Topic: Module::Colored sprites in GLSL
- Replies: 1
- Views: 791
Module::Colored sprites in GLSL
Code says it all :wink: (Tested in Win10) ; ***************************************************************************** ; Implementation of Colored Sprites and other stuff with GLSL in a PB Module ; ; www.raxntrax.com, 2021 by SQ4 ; *****************************************************************...
- Tue Feb 09, 2021 9:02 am
- Forum: Coding Questions
- Topic: OpenGL ->Rotate / Scale in GLSL vertex shader question
- Replies: 4
- Views: 1187
Re: OpenGL ->Rotate / Scale in GLSL vertex shader question
Solved it!
I needed to apply a screen transformation after rotation.
What a fresh mind can do
I needed to apply a screen transformation after rotation.
What a fresh mind can do
- Mon Feb 08, 2021 10:15 pm
- Forum: Coding Questions
- Topic: OpenGL ->Rotate / Scale in GLSL vertex shader question
- Replies: 4
- Views: 1187
Re: OpenGL ->Rotate / Scale in GLSL vertex shader question
If you swap these two lines and you paste them like this: vertex_shader + "Position = uScale*Position;"+#CRLF$ vertex_shader + "Position = uRotate*Position;"+#CRLF$ ... does it change anything? Good the Ascii(ShaderSourceCode$) : I forgot this formatting subtility. Yes, it works...
- Mon Feb 08, 2021 7:38 pm
- Forum: Coding Questions
- Topic: OpenGL ->Rotate / Scale in GLSL vertex shader question
- Replies: 4
- Views: 1187
OpenGL ->Rotate / Scale in GLSL vertex shader question
Why, oh why is the aspect ratio of the image not kept after rotate / scale? I must be misunderstanding something... If I change the screen resolution to a square (#W=#H) then it's ok, but I do not understand why since the vertexes are in world coords. #W=1200 #H=800 #GL_COLOR_BUFFER_BIT = $00004000 ...
- Wed Jan 27, 2021 7:39 pm
- Forum: Coding Questions
- Topic: Debugging nightmare - advice?
- Replies: 16
- Views: 2151
Re: Debugging nightmare - advice?
A lexer/parser -> it looks like you must be using strings a lot?
Maybe it's as trivial as Unicode<->Ascii or something...
Maybe it's as trivial as Unicode<->Ascii or something...
- Wed Jan 27, 2021 6:36 pm
- Forum: Coding Questions
- Topic: Debugging nightmare - advice?
- Replies: 16
- Views: 2151
Re: Debugging nightmare - advice?
Hi there sq4, well I’m compiling it with gcc on Linux, and clang on macOS, using just the -g flag and whatever the default optimisations might be... I’m guessing none so probably no MMX? I have had some crashes when calling extern functions that return floats. But that was a long time ago, before P...
- Wed Jan 27, 2021 6:29 pm
- Forum: Coding Questions
- Topic: Switching from OpenWindowedScreen to OpenGLGadget?
- Replies: 6
- Views: 868
Re: Switching from OpenWindowedScreen to OpenGLGadget?
My experimental lib: https://www.purebasic.fr/english/viewtopic.php?f=27&t=76553 Indeed, I've tried it a couple of days ago. Nice job you did with equally distributing thread loads. Btw. what about PB v. 5.73? Yes, I still must update from 5.72. OTOH, nothing in there that I need, and like they...
- Wed Jan 27, 2021 5:34 pm
- Forum: Coding Questions
- Topic: Debugging nightmare - advice?
- Replies: 16
- Views: 2151
Re: Debugging nightmare - advice?
A very wild guess : does the C code use MMX registers?
- Wed Jan 27, 2021 1:00 pm
- Forum: Coding Questions
- Topic: Switching from OpenWindowedScreen to OpenGLGadget?
- Replies: 6
- Views: 868
Re: Switching from OpenWindowedScreen to OpenGLGadget?
My suggestion however would be to use GLSL and do all effects in a shader. Its the best, fastest and most modern way to do very complex 2D (or even 3D effects). Very powerful. Indeed! ATM my "Pixys project" is hybrid . I am still using the Sprite library for textured based stuff, but I wa...