Search found 18 matches

by naf
Wed Jan 28, 2026 12:28 pm
Forum: Coding Questions
Topic: Get OpenGLgadget() context number?
Replies: 3
Views: 3787

Re: Get OpenGLgadget() context number?

Nice trick! The glX functions are for the X11server though, don't work with wayland. I find no equivalent for wayland, or I would need to use the restricted ES (for Embedded Systems), with EGL.
I will try using a single context, hidden, resizing it before each draw to an offscreen framebuffer ...
by naf
Thu Jan 22, 2026 3:39 pm
Forum: 3D Programming
Topic: shader 3D Editor
Replies: 7
Views: 6293

Re: shader 3D Editor

The string is in GLSL language, based on C. "//" means "out-comment the rest of this line". It seems that "%" replaces the newline symbol, accessible in PB as ~"\n", or in plain C '\n'.
I find no documentation on '%' in GLSL.
by naf
Thu Jan 22, 2026 3:08 pm
Forum: Tricks 'n' Tips
Topic: Tip: How to do For/Next with a variable Step
Replies: 10
Views: 13438

Re: Tip: How to do For/Next with a variable Step

I hate it too. In short, just forget the for...next loop, and use other loops: while...wend, repeat...until, etc., even possibly label: ...goto label.
e.g. suppose you need for...step...next with float numbers, or the iteration is multiplicative. Other loops will allow you.
by naf
Thu Jan 22, 2026 2:51 pm
Forum: Coding Questions
Topic: Get OpenGLgadget() context number?
Replies: 3
Views: 3787

Get OpenGLgadget() context number?

The setter #PB_OpenGL_SetContext is useful, but there is no getter, like maybe #PB_OpenGL_GetContext.
GetGadgetAttribute(openGLgadgetNum, #PB_OpenGL_SetContext ) only returns 0, not working.
The same question came when using wegGL / webView: viewtopic.php?p=636229#p636229
In practice, the first ...
by naf
Thu Jan 22, 2026 2:12 pm
Forum: Feature Requests and Wishlists
Topic: Requested API Structure and constants
Replies: 86
Views: 220134

Re: Requested API Structure and constants

GetGadgetAttribute(openGLgadgetNum, #PB_OpenGL_SetContext ) only returns 0, not working. How can we get the context number after openGLgadget creation? -in order to store it for later use.
by naf
Thu Jan 22, 2026 1:47 pm
Forum: 3D Programming
Topic: opengl version
Replies: 5
Views: 5310

Re: opengl version

By the way, when you write a vertex- or fragment shader, the first line still must be
#version 330 compatibility
(for example, "compatibility" is rather discouraged), or
#version 450 core
. Do they prevail over minor-version and major-version? Is this a valid answer to my first question?
by naf
Thu Jan 22, 2026 1:36 pm
Forum: Feature Requests and Wishlists
Topic: Requested API Structure and constants
Replies: 86
Views: 220134

Re: Requested API Structure and constants

#PB_OpenGL_GetContext
The setter #PB_OpenGL_SetContext is useful, but there is no getter. The getter is necessary when the user has the freedom to dynamically create and and close windows and their OpenGLgadget()'s. Is there a quick workaround by importing something from a library and skipping the ...
by naf
Sun Nov 16, 2025 5:17 pm
Forum: 3D Programming
Topic: opengl version
Replies: 5
Views: 5310

opengl version

Hi, I am busy writing shaders. I need to check which version of openGL is available in purebasic and found no info on that at all. Can someone clarify that please?
I use PB 6.21 (x64) on linux Zorin. I need a minimum of openGL 4.5 . The hardware goes up to 4.6 .
glfw has GLFW_VERSION_MAJOR and GLFW ...
by naf
Mon May 19, 2025 10:10 pm
Forum: The PureBasic Editor
Topic: color scheme
Replies: 0
Views: 2249

color scheme

:D :D :D REJOICE GIRLS !!! :D :D :D
Today I don't have a new color scheme.
I have better ;
I have two ripe color schemes.

This one I call Caparica (named after some Portuguese nostalgia) :

; PureBasic IDE Exported Preferences
;
[Sections]
IncludeColors = 1
;
; Color settings
;
[Colors ...
by naf
Mon May 19, 2025 9:59 am
Forum: Coding Questions
Topic: Running directly C code with v6.00 [Resolved]
Replies: 23
Views: 7413

Re: Running directly C code with v6.00 [Resolved]

:?: One step further : since PB can use gcc C compiler, can it accept nVidia's cuda C compiler too ? :D
by naf
Mon May 19, 2025 9:31 am
Forum: Assembly and C Programming in PureBasic
Topic: Problem with 128 bit registers (XMM)
Replies: 12
Views: 16505

Re: Problem with 128 bit registers (XMM)

Does the structure 'p4' or the data table 'q4' have to be aligned also?
Older gfx cards needed it. Later they accepted unaligned.

Code: Select all

movaps  movups
a and u mean aligned/unaligned.
by naf
Thu May 15, 2025 1:02 pm
Forum: Coding Questions
Topic: Running directly C code with v6.00 [Resolved]
Replies: 23
Views: 7413

Re: Running directly C code with v6.00 [Resolved]

This simple example runs on windows10home and PB6.20
"main()" is not even necessary. PB and C seem to mix nicely.

; NEEDS C-BACKEND AND CONSOLE MODE (compiler-->options).
! int foom(float valoo){
! printf("Hello Moony! %f %f ********", valoo, valoo);
input()
! return 0;}

openconsole ...
by naf
Thu May 15, 2025 11:38 am
Forum: Assembly and C Programming in PureBasic
Topic: Problem with 128 bit registers (XMM)
Replies: 12
Views: 16505

Re: Problem with 128 bit registers (XMM)

I tried all possible ways and could not get started using the 128-bit registers of SSE2.
I agree with Fred, "enableASM" seems to make things worse.

;comment
structure p4 : w.f : x.f : y.f : z.f : endstructure
global ppp.p4
dataSection
q4: ; like a virtual table
Data.f 1.1, 2.2, 3.3, 4.4 ...
by naf
Sat Nov 02, 2024 9:30 pm
Forum: General Discussion
Topic: 600€ de gain en PB !!!!!!
Replies: 26
Views: 9434

Re: Small PB game for 200€

Security by obscurity just makes no sense.
I already heard this sentence but no one could ever demonstrate it. Please can anyone demonstrate this dogma.
Thank you.