@deeproot I found why it diden't work.
https://en.wikipedia.org/wiki/Zorin_OS
Zorin OS 17.2 is based on ubuntu 22.04 but updated to 24.04 or something.
When I use PureBasic for 22.04 then it works like a charm, I was fooled to think Zorin 17.2 was 24.04.
Thanks for helping me.
Search found 51 matches
- Sun Dec 15, 2024 1:48 pm
- Forum: Announcement
- Topic: PureBasic 6.20 is out !
- Replies: 148
- Views: 76718
- Sat Dec 14, 2024 6:25 pm
- Forum: Announcement
- Topic: PureBasic 6.20 is out !
- Replies: 148
- Views: 76718
Re: PureBasic 6.20 beta 1 is out !
@deeproot thanks, It dosen't matter what I try. I get this two lines:
./purebasic: /lib/x86_64-linux-gnu/libm.so.6: version `GLIBC_2.38' not found (required by ./purebasic)
./purebasic: /lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.38' not found (required by ./purebasic)
I give up PB on Zorin ...
./purebasic: /lib/x86_64-linux-gnu/libm.so.6: version `GLIBC_2.38' not found (required by ./purebasic)
./purebasic: /lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.38' not found (required by ./purebasic)
I give up PB on Zorin ...
- Fri Dec 13, 2024 2:12 pm
- Forum: Announcement
- Topic: PureBasic 6.20 is out !
- Replies: 148
- Views: 76718
Re: PureBasic 6.20 beta 1 is out !
Nice news/update, I can't use it yet, I use Zorin os 17.2 and only have glibc 2.35 and don't know how to update it yet. Need to learn how to do it before I can try PB 6.20. New to Linux so I have alot to learn.
- Sat Apr 20, 2024 7:18 am
- Forum: 3D Programming
- Topic: EntityCollide
- Replies: 1
- Views: 1972
EntityCollide
Hello!
Trying some 3D and I have some problems with entitycollide and jumping.
Without entitycollide the cube moves as it should and with entitycollide it lags.
When i try easy jumping it jumps but when I move the cube in any direction then falling slows down.
InitEngine3D()
InitSprite ...
Trying some 3D and I have some problems with entitycollide and jumping.
Without entitycollide the cube moves as it should and with entitycollide it lags.
When i try easy jumping it jumps but when I move the cube in any direction then falling slows down.
InitEngine3D()
InitSprite ...
- Wed May 03, 2023 11:12 am
- Forum: Game Programming
- Topic: Sprite - direct pixel manipulation
- Replies: 5
- Views: 3586
Re: Sprite - direct pixel manipulation
You can do shirts seperate sprites then use
DisplayTransparentSprite(sprite,x,y,255,RGB(?,?,?))
/Micke
DisplayTransparentSprite(sprite,x,y,255,RGB(?,?,?))
/Micke
- Mon May 16, 2022 1:50 pm
- Forum: 3D Programming
- Topic: Screen opens for only a few seconds.
- Replies: 7
- Views: 1735
Re: Screen opens for only a few seconds.
Hello, Something like this maybe...
InitEngine3D()
InitSprite()
InitKeyboard()
InitMouse()
OpenScreen(1920,1080,32,"3db",#PB_Screen_NoSynchronization,60)
UsePNGImageDecoder()
UsePNGImageEncoder()
Add3DArchive("3darchive", #PB_3DArchive_FileSystem)
LoadMesh(1, "window_dae.mesh")
LoadTexture(1 ...
InitEngine3D()
InitSprite()
InitKeyboard()
InitMouse()
OpenScreen(1920,1080,32,"3db",#PB_Screen_NoSynchronization,60)
UsePNGImageDecoder()
UsePNGImageEncoder()
Add3DArchive("3darchive", #PB_3DArchive_FileSystem)
LoadMesh(1, "window_dae.mesh")
LoadTexture(1 ...
- Sun Feb 06, 2022 10:45 am
- Forum: Coding Questions
- Topic: AutoStretch + windowMouse
- Replies: 4
- Views: 916
Re: AutoStretch + windowMouse
Perfect, it works great. Thank you so much.
- Sun Feb 06, 2022 8:59 am
- Forum: Coding Questions
- Topic: AutoStretch + windowMouse
- Replies: 4
- Views: 916
Re: AutoStretch + windowMouse
Hello, No it won't work.
for 1024x768 = 1.6 ish
I don't know how I can do it with code to calculate it.
for 1024x768 = 1.6 ish
Code: Select all
mx = WindowMouseX(winId) / 1.6
my = WindowMouseY(winId) / 1.6
- Sun Feb 06, 2022 8:21 am
- Forum: Coding Questions
- Topic: AutoStretch + windowMouse
- Replies: 4
- Views: 916
AutoStretch + windowMouse
Hello!
When I use AutoStretch in OpenWindowedScreen then my sprite dosen't move with the mouse.
I don't know the formula to calculate it.
Any ideas?
InitSprite()
winId = OpenWindow(#PB_Any, 0, 0, 640, 480, "Test", #PB_Window_SystemMenu)
OpenWindowedScreen(WindowID(winId), 0, 0, 640, 480, #True, 0 ...
When I use AutoStretch in OpenWindowedScreen then my sprite dosen't move with the mouse.
I don't know the formula to calculate it.
Any ideas?
InitSprite()
winId = OpenWindow(#PB_Any, 0, 0, 640, 480, "Test", #PB_Window_SystemMenu)
OpenWindowedScreen(WindowID(winId), 0, 0, 640, 480, #True, 0 ...
- Wed Dec 22, 2021 2:45 pm
- Forum: 3D Programming
- Topic: Camera range
- Replies: 4
- Views: 2478
Re: Camera range
I don't get it to work so I check how far entitys are from the player instead. Not the best but it will work for me.
Thanks
Thanks
- Wed Dec 22, 2021 2:41 pm
- Forum: 3D Programming
- Topic: Ogre 16bit limit issue
- Replies: 5
- Views: 2290
Re: Ogre 16bit limit issue
It Works better now with use32bitindexes="true"
Many thanks
Many thanks
- Fri Dec 17, 2021 7:48 pm
- Forum: 3D Programming
- Topic: Camera range
- Replies: 4
- Views: 2478
Re: Camera range
Issue example:
InitEngine3D()
InitSprite()
InitKeyboard()
winID = OpenWindow(#PB_Any, 0, 0, 1024, 768, "Test")
OpenWindowedScreen(WindowID(winID), 0, 0, 1024, 768)
WorldShadows(#PB_Shadow_Modulative, -1, #Gray)
CreateCube(1, 0.5)
CreateEntity(1,MeshID(1), #PB_Material_None)
CreatePlane(0,50,50 ...
InitEngine3D()
InitSprite()
InitKeyboard()
winID = OpenWindow(#PB_Any, 0, 0, 1024, 768, "Test")
OpenWindowedScreen(WindowID(winID), 0, 0, 1024, 768)
WorldShadows(#PB_Shadow_Modulative, -1, #Gray)
CreateCube(1, 0.5)
CreateEntity(1,MeshID(1), #PB_Material_None)
CreatePlane(0,50,50 ...
- Fri Dec 17, 2021 2:28 pm
- Forum: 3D Programming
- Topic: Camera range
- Replies: 4
- Views: 2478
Camera range
Hello again!
When I use modulative shadows then camerarange() is ignored. Is there something I can do, or do I have missed something?
I dont want to choose between shadows and camera range.
/Mikael
When I use modulative shadows then camerarange() is ignored. Is there something I can do, or do I have missed something?
I dont want to choose between shadows and camera range.
/Mikael
- Sat Dec 11, 2021 8:34 pm
- Forum: 3D Programming
- Topic: Ogre 16bit limit issue
- Replies: 5
- Views: 2290
Re: Ogre 16bit limit issue
If I make a tree with sapling tree gen in blender and want some more branches and splits it will exceed the vertex index limit even without leaves.
Does the ogre xml converter convert quads to tres? If so then I understand why the vertex count is added after convert.
/Mikael
Does the ogre xml converter convert quads to tres? If so then I understand why the vertex count is added after convert.
/Mikael
- Sat Dec 11, 2021 2:10 pm
- Forum: 3D Programming
- Topic: Ogre 16bit limit issue
- Replies: 5
- Views: 2290
Ogre 16bit limit issue
Hi, I have issues with 3d models from Blender to PureBasic. Small objects with texutes is no problem but more complex models reach the 16bit vertex index limit fast.
Blender Report says:
Orginal Vertices: 9324
Exported Vertices: 40308
it's not over 65536, or do the shadows add to vertex count ...
Blender Report says:
Orginal Vertices: 9324
Exported Vertices: 40308
it's not over 65536, or do the shadows add to vertex count ...