Search found 17 matches

by Escobar
Thu May 05, 2005 12:20 pm
Forum: Feature Requests and Wishlists
Topic: [Implemented] Doubles
Replies: 18
Views: 5372

Hmm... I'm not sure if this is right but wouldn't it be possible to use inline assembler to define datatypes like double?
I went to

http://www.flatassembler.net

for pure fun (got to love that word 8) ) to see if they did any OpenGL programming and I found converted header-files for OGL. In that ...
by Escobar
Mon May 02, 2005 10:48 am
Forum: Coding Questions
Topic: const-pointer possible in PB?
Replies: 4
Views: 1323

const-pointer possible in PB?

I have some C/C++ code that I want to translate to PB but I'm stuck with a "pointer"-problem.
How do I make an equivalent "const"-pointer in PB?

C-code: const int *pOne;

pOne is a pointer to a constant of Integer-type. The value can't be change.

Now how do I do that in PB?
Would this be valid ...
by Escobar
Fri Sep 24, 2004 5:54 am
Forum: Game Programming
Topic: *near* pixel perfect sprite3d collision?
Replies: 3
Views: 2257

Maybe you could check out one of these articles:

http://www.gamedev.net/reference/list.asp?categoryid=45#99

If your collision detection routines are fast and efficient enough maybe you can use them recursevly? Divide the circles/rectangles into smaller circles/rect, something like occtrees and ...
by Escobar
Tue Sep 21, 2004 7:27 pm
Forum: Coding Questions
Topic: "Wiggle" (WGL) -header file for OpenGL converted
Replies: 1
Views: 1043

"Wiggle" (WGL) -header file for OpenGL converted

This is the converted WGL -header file extension for OpenGL. I hope someone will find it useful.

;******************************************************************************
;*
;* Date: 21/09/2004
;* Name: wglext.h
;*
;* Convertion done by alias Escobar.
;*
;* Converted from 'C' to PureBasic ...
by Escobar
Sun Sep 19, 2004 8:02 pm
Forum: Coding Questions
Topic: How does Pure Basic implement support for OpenGL?
Replies: 13
Views: 5924

Part 3 - Copy all and paste it right after part2 then it's done.
I guess this isn't the right way to publish code but... well here it is :oops:




#GL_ARB_multitexture = 1
#GL_ARB_transpose_matrix = 1
#GL_ARB_multisample = 1
#GL_ARB_texture_env_add = 1
#GL_ARB_texture_cube_map = 1
#GL_ARB_texture ...
by Escobar
Sun Sep 19, 2004 7:53 pm
Forum: Coding Questions
Topic: How does Pure Basic implement support for OpenGL?
Replies: 13
Views: 5924

NOTE: delete the LAST line in the first part of code and paste all of this code right after the first one. Part 3 will follow.

#GL_SIGNED_LUMINANCE8_NV = $8702
#GL_SIGNED_LUMINANCE_ALPHA_NV = $8703
#GL_SIGNED_LUMINANCE8_ALPHA8_NV = $8704
#GL_SIGNED_ALPHA_NV = $8705
#GL_SIGNED_ALPHA8_NV = $8706
#GL ...
by Escobar
Sun Sep 19, 2004 6:26 pm
Forum: Coding Questions
Topic: How does Pure Basic implement support for OpenGL?
Replies: 13
Views: 5924

Hmmm... the code seems to be cut in half :(
What should I do? Can I Upload it somewhere or do I have to split the code and post it separately?
by Escobar
Sun Sep 19, 2004 5:56 pm
Forum: Coding Questions
Topic: How does Pure Basic implement support for OpenGL?
Replies: 13
Views: 5924

Wow! Nice work guys! :D
It seems to be much easier than I thought using OpenGL with extensions :wink:

I thought I should contribute with some code myself so I converted the headerfile containing constants for the extensions.

Thanks again guys :D

Btw: there also exist a 'wgl'-extension header ...
by Escobar
Sat Sep 18, 2004 7:27 pm
Forum: Coding Questions
Topic: How does Pure Basic implement support for OpenGL?
Replies: 13
Views: 5924

@dmoc:
I appreciate your answer and I guess you're right, I'm over doing things. I have no intention to wrap the underscored functions since that would be both pointless ('wrapping' the wrappers so to speak) and decrese in performance as you pointed out. I've tried the Header Converter program and ...
by Escobar
Sat Sep 18, 2004 12:29 pm
Forum: Coding Questions
Topic: How does Pure Basic implement support for OpenGL?
Replies: 13
Views: 5924

@olejr:
Thank you for clearing that out. :D I was suspecting something like that but I wasn't sure. And thanks for the link. I will check them out. 8)

@Moonshine:
I also doubt that newer versions of opengl are supported in the translated .dll. I've downloaded some gl-extention headerfiles that ...
by Escobar
Thu Sep 16, 2004 2:15 pm
Forum: Coding Questions
Topic: How does Pure Basic implement support for OpenGL?
Replies: 13
Views: 5924

How does Pure Basic implement support for OpenGL?

Hello everyone,

I have few questions about how Pure Basic implement support for OpenGL:

1) There are 'files' in the 'PureLibraries/windows'-subdirectory that are named as follows: 'glu32', 'glut32' and 'opengl32'. what does those files contain and what do they do? They don't have any file ...
by Escobar
Mon Sep 06, 2004 3:54 pm
Forum: Game Programming
Topic: STILL no alpha support???
Replies: 28
Views: 8452

Hmm... compare these two sites:

http://www.pbgl.xdn.de/

http://www.bradan.i-networx.de/pbgl/en/index.php

I know I'm just being a smartass but they seems to be duplicated :lol:

Well maybe I should take on the challenge and translate the extension headers and make a tutorial on how to start using ...
by Escobar
Sun Sep 05, 2004 6:16 pm
Forum: Game Programming
Topic: STILL no alpha support???
Replies: 28
Views: 8452

To be or not to be...

To mp303:
I can understand that you're a little bit disappointed about Pure Basic and I'll agree that the "game libraries" are a joke (really). If you want a language with a lot of functions that makes it easier to create games you should look into Blitz3D as PolyVector and Dare2 pointed out.
You ...
by Escobar
Sat Aug 21, 2004 7:18 pm
Forum: Game Programming
Topic: OpenGL Extensions
Replies: 3
Views: 2288

Moving Beyond OpenGL 1.1 for Windows

Hi,

I just want to point you to this article:

http://www.gamedev.net/reference/articl ... le1929.asp

I was looking for the same kind of info when I found this 'paper' at

www.gamedev.net.

I hope you will find it useful...
by Escobar
Mon Aug 02, 2004 11:06 pm
Forum: General Discussion
Topic: Efficient code...
Replies: 6
Views: 1873

Thank you guys for the answers...

I suspected that multiplications are slower than comparing two values but I wasn't sure. I don't know assembler well but I understod your code 'tinman' :wink: thanks! And thank you 'thefool' for your suggestions I will look into it :D

The reason I'm asking this ...