Ok, so it seems very few, if any, are using a linear workflow with Ogre3D/PureBasic.
After having a closer look at how the Ogre3D Material system is handled through PureBasic, I understand now that there is no way to setup and use a linear workflow with the 'standard' Material/Texture functions ...
Search found 254 matches
- Tue Sep 27, 2016 9:56 am
- Forum: 3D Programming
- Topic: [Ogre3d] Linear Workflow
- Replies: 1
- Views: 2418
- Sun Sep 25, 2016 12:50 pm
- Forum: 3D Programming
- Topic: [Ogre3d] Linear Workflow
- Replies: 1
- Views: 2418
[Ogre3d] Linear Workflow
Hi,
Aside the development of raafal, I'm starting to have a closer look at the Ogre3D/Purebasic combination, as I'll need to create a "runtime" environment (named 'raaptor') for certain kinds of projects (while raafal itself will be more on the "editor"/"DCC Tool" side).
I was wondering if some of ...
Aside the development of raafal, I'm starting to have a closer look at the Ogre3D/Purebasic combination, as I'll need to create a "runtime" environment (named 'raaptor') for certain kinds of projects (while raafal itself will be more on the "editor"/"DCC Tool" side).
I was wondering if some of ...
- Sun Jun 26, 2016 10:01 am
- Forum: Announcement
- Topic: raafal - a cross-platform 3d application framework project
- Replies: 64
- Views: 45091
Re: raafal - a cross-platform 3d application framework proje
A word about data and tasks management in raafal.
Privately I've been asked several time: "../.. how will you handle data and tasks in raafal, you seem focused on gui and graphics only ../.."
Well, apparently I focus on gui and graphics because this is the most "exotic" part of raafal, by that I ...
Privately I've been asked several time: "../.. how will you handle data and tasks in raafal, you seem focused on gui and graphics only ../.."
Well, apparently I focus on gui and graphics because this is the most "exotic" part of raafal, by that I ...
- Sat Jun 25, 2016 6:37 pm
- Forum: Announcement
- Topic: raafal - a cross-platform 3d application framework project
- Replies: 64
- Views: 45091
Re: raafal - a cross-platform 3d application framework proje
../.. According to the documentation PB should support that through #PB_Window_BorderLess, I don't know if it works reliably cross-platform.
Yes you are right but it is, afaik, a creation flag, which means if you want to switch from a windowed to a fullscreen mode then you have to destroy your ...
Yes you are right but it is, afaik, a creation flag, which means if you want to switch from a windowed to a fullscreen mode then you have to destroy your ...
- Sat Jun 25, 2016 6:05 pm
- Forum: Announcement
- Topic: mdk - Skinning solution for Windows
- Replies: 22
- Views: 16747
Re: mdk - Skinning solution for Windows
This kind of project is really interesting but it should be cross-platform.
I know, it is not easy, and I am working hard on my side to make my own application framework project (raafal) cross-platform. I think this is the all point of using PureBasic, ultimately.
But here is an advice: instead of ...
I know, it is not easy, and I am working hard on my side to make my own application framework project (raafal) cross-platform. I think this is the all point of using PureBasic, ultimately.
But here is an advice: instead of ...
- Sat Jun 25, 2016 5:42 pm
- Forum: Announcement
- Topic: raafal - a cross-platform 3d application framework project
- Replies: 64
- Views: 45091
Re: raafal - a cross-platform 3d application framework proje
../.. Just to see if I understood you, in Windows you create the OpenGLGadget , then the core 3.0+ context using API, then you do a
wglMakeCurrent_(hDC, hRC)
with hRC being your new RC, and hDC retrieved in some way from the existing ogl gadget (GetDC(something) ?)
And then you swap the buffer not ...
wglMakeCurrent_(hDC, hRC)
with hRC being your new RC, and hDC retrieved in some way from the existing ogl gadget (GetDC(something) ?)
And then you swap the buffer not ...
- Sat Jun 25, 2016 12:15 pm
- Forum: Announcement
- Topic: raafal - a cross-platform 3d application framework project
- Replies: 64
- Views: 45091
Re: raafal - a cross-platform 3d application framework proje
Hi,
Here are some news about raafal development.
I know raafal development is very slow, but as you may know, I'm doing it during my spare time and I would like - as much as possible - to make the right choices from the start and to keep things as simple and light as possible as well as as ...
Here are some news about raafal development.
I know raafal development is very slow, but as you may know, I'm doing it during my spare time and I would like - as much as possible - to make the right choices from the start and to keep things as simple and light as possible as well as as ...
- Fri Jun 17, 2016 9:10 am
- Forum: Feature Requests and Wishlists
- Topic: Unsigned Long Native Type
- Replies: 16
- Views: 6821
Re: Unsigned Long Native Type
Was it officially stated why unsigned variable types would not be added to PB?
more or less
http://www.purebasic.fr/english/viewtopic.php?f=3&t=6896
Reading that post for the first time too.
Fred kind of ironically asked for a very interesting question:
"../..Do you want casts be introduced in ...
more or less
http://www.purebasic.fr/english/viewtopic.php?f=3&t=6896
Reading that post for the first time too.
Fred kind of ironically asked for a very interesting question:
"../..Do you want casts be introduced in ...
- Tue Jun 14, 2016 12:14 pm
- Forum: Feature Requests and Wishlists
- Topic: Unsigned Long Native Type
- Replies: 16
- Views: 6821
Re: Unsigned Long Native Type
Well, I think it is a good thing to remind this kind of issues from time to times, especially for PB newcomers.DontTalkToMe wrote:../.. I don't think asking for unsigned again will change anything../..
And who knows, perhaps in a spark of illumination opinion may change..
- Tue Jun 14, 2016 10:49 am
- Forum: Feature Requests and Wishlists
- Topic: Unsigned Long Native Type
- Replies: 16
- Views: 6821
Unsigned Long Native Type
Hi,
I know this has been discussed extensively by the past and there is probably already one or several feature requests for this, but I recently stumbled on an issue directly related to the fact that PB does not have a native unsigned long type and using x64 compilation.
The issue happened when ...
I know this has been discussed extensively by the past and there is probably already one or several feature requests for this, but I recently stumbled on an issue directly related to the fact that PB does not have a native unsigned long type and using x64 compilation.
The issue happened when ...
- Mon Jun 06, 2016 12:24 pm
- Forum: General Discussion
- Topic: OpenGL Gadget Versions/Profiles/Flags
- Replies: 4
- Views: 3043
Re: OpenGL Gadget Versions/Profiles/Flags
../.. maybe you should use another nice opensource library and be done with it.
It's just a suggestion but you do that work once (wrapping etc) and then you are free. You have just to maintain the wrapper.
You already waited for a couple of years right ? It's not wise to keep waiting for so much ...
It's just a suggestion but you do that work once (wrapping etc) and then you are free. You have just to maintain the wrapper.
You already waited for a couple of years right ? It's not wise to keep waiting for so much ...
- Mon Jun 06, 2016 12:12 pm
- Forum: Mac OSX
- Topic: LuaJIT OSX x64 Linker Options
- Replies: 2
- Views: 2606
Re: LuaJIT OSX x64 Linker Options
Good idea indeed. So far I've noticed there is a __PAGEZERO but not sure about image_base. I'll investigate further.
Meanwhile I would be interested to know if the linker options file is supposed to work on Mac OSX because whatever I put in there I get the same result, no different, no error, no ...
Meanwhile I would be interested to know if the linker options file is supposed to work on Mac OSX because whatever I put in there I get the same result, no different, no error, no ...
- Mon Jun 06, 2016 9:04 am
- Forum: General Discussion
- Topic: OpenGL Gadget Versions/Profiles/Flags
- Replies: 4
- Views: 3043
- Mon Jun 06, 2016 8:47 am
- Forum: Mac OSX
- Topic: LuaJIT OSX x64 Linker Options
- Replies: 2
- Views: 2606
LuaJIT OSX x64 Linker Options
Hi,
I'm trying to bind LuaJIT (in fact Terra) to PB and so far everything is working correctly on Windows and Linux but not on Mac OSX.
In the LuaJIT documentation it is mentioned:
../.. If you're building a 64 bit application on OSX which links directly or indirectly against LuaJIT, you need to ...
I'm trying to bind LuaJIT (in fact Terra) to PB and so far everything is working correctly on Windows and Linux but not on Mac OSX.
In the LuaJIT documentation it is mentioned:
../.. If you're building a 64 bit application on OSX which links directly or indirectly against LuaJIT, you need to ...
- Sun Mar 20, 2016 11:01 am
- Forum: Coding Questions
- Topic: [5.30] Runtime variable creation
- Replies: 5
- Views: 2173
Re: [5.30] Runtime variable creation
Perhaps I should have said the "life saver use" of the Runtime feature.
In fact I could have summarized my previous message by saying that:
"The Runtime feature is a (life saver) workaround to the files inclusion order issue".
I'm not sure everyone understand it this way, that's why I'm talking ...
In fact I could have summarized my previous message by saying that:
"The Runtime feature is a (life saver) workaround to the files inclusion order issue".
I'm not sure everyone understand it this way, that's why I'm talking ...