
>>>>> PB 6.20 -Bugs <<<<<
- skinkairewalker
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Re: >>>>> PB 6.20 -Bugs <<<<<
has not been fixed yet on Mac 

Re: >>>>> PB 6.20 -Bugs <<<<<
Which bug ?
- skinkairewalker
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Re: >>>>> PB 6.20 -Bugs <<<<<
Hello Fred, how are you?
I hope you are well.
I appreciate your attention.
I retested the examples that I reported the problems with, and I was not successful with them in the latest version of Pb
list below:
I hope you are well.
I appreciate your attention.
I retested the examples that I reported the problems with, and I was not successful with them in the latest version of Pb
list below:
skinkairewalker wrote: Thu Dec 12, 2024 9:15 pm I will test some 3D examples on MacOS:
CarPhysics.pb = I can't change the numbers in the parameters next to it.
Character.pb = when moving the camera around the ogre, it seems that the camera or the 3d model starts to shake. (video below)
FacialAnimation.pb = Apparently it's ok
FPSFirstPerson = Line 86 [ERROR] The specified #Material is not initialised.
MaterialScripts.pb = Line: 522 [ERROR] The specified #Material is not initialised.
MeshManualFlag.pb = Apparently it's ok
MeshManualParametrics.pb = Apparently it's ok
MeshMorphing.pb Line: 43 [ERROR] The specified #Material is not initialised.
Pinball.pb = Apparently it's ok
Tank.pb = Apparently it's ok
ThirdyPerson.pb = I don't know what's going on... the character leans to the side as if physics impacted him (screenshot below)
Video Character.pb : https://i.imgur.com/T0Lu0oF.mp4 or https://imgur.com/a/mFoxbkG
Screenshot ThirdyPerson.pb :![]()
- Psychophanta
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Re: >>>>> PB 6.20 -Bugs <<<<<
At the beginning of my code i add:
And after it i add:
Well, the result is in the PB6.04LTS(x86) all works as expected, but in the PB6.20B4(x86) it returns 0
but with it runs well.
Is it a bug?
Code: Select all
Add3DArchive("D:\myfolder",#PB_3DArchive_FileSystem)
Code: Select all
debug LoadMesh(#mallapis,"D:\myfolder\pis.mesh")

but with
Code: Select all
debug LoadMesh(#mallapis,"pis.mesh")
Is it a bug?
Re: >>>>> PB 6.20 -Bugs <<<<<
I'm not sure, but might be the new case sensitive file system. Can you check?
- Psychophanta
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Re: >>>>> PB 6.20 -Bugs <<<<<
Checked, and nothing to do
I am almost sure that it is a new feature, not bug.

I am almost sure that it is a new feature, not bug.
- Psychophanta
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Re: >>>>> PB 6.20 -Bugs <<<<<
Don't forget the reported about EntityDirectionX/Y/Z().
Looks this. None of the entities return correct direction, nor the main neither the attached one.
Only position seems to be correct, but not directions:
NOTICE: replacing line 20 an 21 by these ones, the main entity returns correct values for directions, but attached entity does not:
The issue is in PB6.20B4 and ALSO in PB6.20 final 
Looks this. None of the entities return correct direction, nor the main neither the attached one.
Only position seems to be correct, but not directions:
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InitEngine3D(#PB_Engine3D_NoLog,#PB_Compiler_Home+"Compilers\Engine3d.dll")
InitSprite():InitKeyboard():InitMouse()
OpenWindow(0,0,0,800,600,"v",#PB_Window_BorderLess|#PB_Window_ScreenCentered)
OpenWindowedScreen(WindowID(0),0,0,800,600,1,0,0,#PB_Screen_WaitSynchronization)
Add3DArchive(#PB_Compiler_Home+"examples\3D\Data\fonts",#PB_3DArchive_FileSystem)
Parse3DScripts()
CreateCamera(0,0,0,100,100)
MoveCamera(0,0,0,10,#PB_Absolute)
CreateCube(0,1)
CreateEntity(0,MeshID(0),#PB_Material_None)
CreateEntity(1,MeshID(0),#PB_Material_None,4,0,0)
AttachEntityObject(0,"",EntityID(1))
CreateText3D(0,"hola","",0.4,$EEEEEEEE):MoveText3D(0,2,2,0,#PB_Absolute)
Text3DAlignment(0,#PB_Text3D_HorizontallyCentered|#PB_Text3D_VerticallyCentered)
CreateNode(0)
AttachNodeObject(0,Text3DID(0))
Repeat
Repeat:Eventodeventana.i=WindowEvent():Until Eventodeventana=0
ExamineKeyboard()
if KeyboardPushed(#PB_Key_right):RotateEntity(0,0,0,-1,#PB_Relative)
elseif KeyboardPushed(#PB_Key_left):RotateEntity(0,0,0,1,#PB_Relative)
endif
Text3DCaption(0,"Pos1: "+StrF(EntityX(1),2)+", "+StrF(EntityY(1),2)+", "+StrF(EntityZ(1),2)+#CRLF$+
"Dir1: "+StrF(EntityDirectionX(1),2)+", "+StrF(EntityDirectionY(1),2)+", "+StrF(EntityDirectionZ(1),2)+#CRLF$+
"Pos0: "+StrF(EntityX(0),2)+", "+StrF(EntityY(0),2)+", "+StrF(EntityZ(0),2)+#CRLF$+
"Dir0: "+StrF(EntityDirectionX(0),2)+", "+StrF(EntityDirectionY(0),2)+", "+StrF(EntityDirectionZ(0),2))
RenderWorld()
FlipBuffers():Delay(16)
Until KeyboardPushed(#PB_Key_Escape)
Code: Select all
if KeyboardPushed(#PB_Key_right):a.f+0.01:EntityDirection(0,Sin(a),Cos(a),0,#PB_World,#PB_Vector_NegativeZ)
elseif KeyboardPushed(#PB_Key_left):a.f-0.01:EntityDirection(0,Sin(a),Cos(a),0,#PB_World,#PB_Vector_NegativeZ)

- Psychophanta
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Re: >>>>> PB 6.20 -Bugs <<<<<
6.20 final unable to load texture. Test yourself:
Code: Select all
ExamineDesktops()
InitEngine3D(#PB_Engine3D_NoLog,#PB_Compiler_Home+"Compilers/Engine3d.dll")
InitSprite():InitKeyboard():InitMouse():InitSound()
OpenWindow(0,0,0,800,600,Titulo$,#PB_Window_BorderLess|#PB_Window_ScreenCentered)
OpenWindowedScreen(WindowID(0),0,0,800,600,1,0,0,#PB_Screen_WaitSynchronization)
Add3DArchive(#PB_Compiler_Home+"Examples/3D/Data/Textures",#PB_3DArchive_FileSystem)
Parse3DScripts()
CreateLight(0,$EEEEEE,4,4,2,#PB_Light_Point)
CreateCamera(0,0,0,100,100)
MoveCamera(0,0,0,10,#PB_Absolute)
LoadTexture(0,"nvidia/dirt_grayrocky_diffusespecular.jpg"):CreateMaterial(0,TextureID(0))
CreateCube(0,2):TransformMesh(0,0,0,0,1,0.01,1,0,0,0,0):UpdateMeshBoundingBox(0)
CreateEntity(0,MeshID(0),MaterialID(0),0,-1.25,0)
Repeat:While WindowEvent()<>#PB_Event_None:Wend
ExamineMouse():ExamineKeyboard()
TimeSinceLastFrame.i=RenderWorld(50)
FlipBuffers():Delay(9)
Until KeyboardPushed(#PB_Key_Escape)
Re: >>>>> PB 6.20 -Bugs <<<<<
Ran into a strange viewport/texture bug. It appears when I use fullscreen windowed mode in autostrech mode maximized, when display resolution is different than the opened screen. Displaying the sprite modifies the viewport and put it to the bottom left of the window.
If I resize the camera, the viewport is ok, but a strange texture bug appears. (sprite pixel data overwrites the textures)
Press space or return to reproduce the bugs in this example.
If I resize the camera, the viewport is ok, but a strange texture bug appears. (sprite pixel data overwrites the textures)
Press space or return to reproduce the bugs in this example.
Code: Select all
;-CONSTANTS
#MAINDESKTOP_H = 0
#WINDOW_H = 0
#WINDOW_WIDTH = 1366
#WINDOW_HEIGHT = 768
#WINDOW_FLAGS = #PB_Window_Invisible|#PB_Window_BorderLess|#PB_Window_ScreenCentered
#MAINLOOP_DELAY = 1
#COMPILER_MINIMUM_VERSION = 620
#ANTIALIASING_MODE = #PB_AntialiasingMode_x4
;->GLOBALS
Global MAINCAMERA_3D.i
Global spr_stripe.i
;-AUXILIARY PROCEDURES
Procedure sub_checks()
If Int(#PB_Compiler_Version) < #COMPILER_MINIMUM_VERSION
Debug "Please compile with the currently newest beta 6.20."
End
EndIf
EndProcedure
;-AUXILIARY PROCEDURES 2D
Procedure createstripesprite()
Protected img_stripe.i
img_stripe=CreateImage(#PB_Any,128,128,24,RGBA(1,1,1,255))
StartVectorDrawing(ImageVectorOutput(img_stripe))
MovePathCursor(0,128)
AddPathLine(64,0)
AddPathLine(128,0)
AddPathLine(64,128)
ClosePath()
VectorSourceColor(RGBA(255,255,0,255))
FillPath()
StopVectorDrawing()
spr_stripe.i=CreateSprite(#PB_Any,128,128)
StartDrawing(SpriteOutput(spr_stripe))
DrawImage(ImageID(img_stripe),0,0)
StopDrawing()
FreeImage(img_stripe)
EndProcedure
;-AUXILIARY PROCEDURES 3D
Procedure sub_createbasicworld()
Protected planemesh.i, cubemesh.i
Protected planeentity.i, cubeentity.i
Protected texture_A.i,texture_B.i
Protected material_A.i,material_B.i
texture_A=CreateTexture(#PB_Any,256,256)
StartDrawing(TextureOutput(texture_A))
Box(0,0,256,256,RGB(10,128,10))
For x = 1 To 4096
Plot(Random(255),Random(255),RGB(Random(25),100+Random(50),Random(25)))
Next x
StopDrawing()
material_A.i = CreateMaterial(#PB_Any,TextureID(texture_A))
ScaleMaterial(material_A,0.25,0.25)
texture_B=CreateTexture(#PB_Any,256,256)
StartDrawing(TextureOutput(texture_B))
Box(0,0,256,256,RGB(188,188,188))
For x = 0 To 4096
Plot(Random(255),Random(255),RGB(150+Random(25),150+Random(25),150+Random(25)))
Next x
Box(0,0,256,10,RGB(88,88,88))
Box(0,0,10,256,RGB(88,88,88))
Box(246,0,256,256,RGB(88,88,88))
Box(0,246,256,256,RGB(88,88,88))
StopDrawing()
material_B.i = CreateMaterial(#PB_Any,TextureID(texture_B))
planemesh=CreatePlane(#PB_Any,1000,1000,1,1,1,1)
cubemesh=CreateCube(#PB_Any,100)
planeentity=CreateEntity(#PB_Any,MeshID(planemesh),MaterialID(material_A),0,0,0)
cubeentity=CreateEntity(#PB_Any,MeshID(cubemesh),MaterialID(material_B),0,50,0)
RotateEntity(planeentity,0,180,0)
MoveCamera(MAINCAMERA_3D,0,10,-300)
CameraLookAt(MAINCAMERA_3D,EntityX(cubeentity),EntityY(cubeentity),EntityZ(cubeentity))
EndProcedure
;-PROCEDURES 3D
Procedure app3d_start()
sub_checks()
ExamineDesktops()
InitMouse()
InitKeyboard()
InitEngine3D()
AntialiasingMode(#ANTIALIASING_MODE)
InitSprite()
OpenWindow(#WINDOW_H,0,0,#WINDOW_WIDTH,#WINDOW_HEIGHT,"Viewport bug",#WINDOW_FLAGS)
OpenWindowedScreen(WindowID(#WINDOW_H),0,0,#WINDOW_WIDTH,#WINDOW_HEIGHT,1,0,0,#PB_Screen_WaitSynchronization)
createstripesprite()
MAINCAMERA_3D=CreateCamera(#PB_Any,0,0,100,100)
ResizeWindow(#WINDOW_H,0,0,DesktopWidth(#MAINDESKTOP_H),DesktopHeight(#MAINDESKTOP_H))
ResizeCamera(MAINCAMERA_3D,0,0,100,100)
HideWindow(#WINDOW_H,#False)
EndProcedure
Procedure app3d_update()
Delay(#MAINLOOP_DELAY)
Repeat : Until Not WindowEvent()
ExamineKeyboard()
ExamineMouse()
RenderWorld()
;-##### BUG - VIEWPORT SPRITE AUTOSTRETCH WINDOWED FULLSCREEN - BUG
If KeyboardPushed(#PB_Key_Space) : DisplaySprite(spr_stripe,0,0) :EndIf
If KeyboardPushed(#PB_Key_Return) : DisplaySprite(spr_stripe,0,0) :ResizeCamera(MAINCAMERA_3D,0,0,100,100):EndIf
;-##### BUG END
FlipBuffers()
EndProcedure
;-MAIN PROGRAM PROCEDURE
Procedure main3d()
app3d_start()
sub_createbasicworld()
Repeat
app3d_update()
Until KeyboardPushed(#PB_Key_Escape)
EndProcedure
;-MAIN PROGRAM
main3d()
Re: >>>>> PB 6.20 -Bugs <<<<<
You can now post in separate topic, I will lock this one