Search found 70 matches

by sq4
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...
by sq4
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)
by sq4
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! ...
by sq4
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...
by sq4
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

I hope to ASIO 2048 samples memory copy process in Bug head.
ASIO is all about latency reduction. The smaller the buffers, the better.

But if you talk about the render/mixing stage with anticipative pre-rendered buffering, then YES, AVX-512 is the way to go nowadays.
by sq4
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...
by sq4
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 ; *****************************************************************...
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 :D
by sq4
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...
by sq4
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 ...
by sq4
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...
by sq4
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...
by sq4
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...
by sq4
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?
by sq4
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...