Mistrel wrote:I can assure you that the DirectX 9 runtime will work fine on Vista. It's how I solved this problem for myself.
That worked for me.
Mistrel wrote:I'm very interested to get some feedback from you. I've only tested PureGDK on Vista 32-bit. PureGDK just ended beta testing and I think I was the only person who tested it for Vista.
Ok, i tried the following examples from your download page:
Showcase of PureGDK and PureBasic commands
Draw to Screen Pixels
Showcase of New U5 Commands
Collision Showcase
Hardware Accelerated Vertex Lighting
Real-Time Particle Effects
Pixel Shader Showcase
Render Terrain from Bitmap
Multiple Cameras
All of them worked perfect and the FPS was usually between 1200 and 1400. None of them crashed, but their display size is a bit small on a 1920x1200 desktop
The OS was Vista Home 64Bit with SP1. Good work, this definately looks very interesting
Thank you for testing PureGDK on Vista 64-bit. I'm glad to see everything worked!
I'm uploading new builds of the demos now and they should be done soon. The PureGDK showcase example had a random divide by zero bug in the source that I fixed so I would highly recommend re-downloading that demo if you plan to ever reference it.
PureGDK is now officially for sale! You can read more about it here:
When I compile a program using the debugger everything works fine - if a little slow which is to be expected with a debugger...
When I compile a program without the debugeer nothing 3D is rendered. Text is rendered to the screen but no 3D objects. This as you can imagine is somthing of a showstopper.
Has anybody seen this behaviour and/or do you know its cause and fix?
Spec is Vista64 running on...
Athlon5200+
6Gig Ram
Nvidia9800 GTX
Cheers
EvilNoodle
Update...
This appears to be due to installing the DBPro 6.9 update.
I have now reverted to 6.8 which seems fine - that will teach me to try and sit on the bleeding edge
I have to say I am very impressed with PureGDK so far, The combined power of DB and PureBasic allowed me to throw together in a single evening a very useful particle editor taking the pain out of using DB particle systems once and for all.
What happens when DB does get an updrade to version 7. Will you be releasing a new version of PureGDK to support new features or will it just be a matter of patching in a few files?
PureGDK will be updated to take advantage of the new features available in 7.0 but it might not be immediate. I'm working on other high priority modifications to PureGDK including rewriting portions of the compiler.
Today i have bought your PureGDK.
But i have a problems with the Examples and if i want use PureGDK with jaPBe.
A most of the examples are not working with Windows Vista. Have you a solution for this?
What i must setup in jaPBe so that i can use PureGDK with jaPBe (i think in tools menu)?
I hope you can help me fast so that i can work with PureGDK.
PureGDK does not officially support third-party IDEs. But it should work if you setup the tools correctly since it's calling the same compiler.
I don't know anythning about JaPBe so I can't help you with this. Just make absolutely sure that the tools are being called in the correct order and that they are receiving all of their parameters.
nicolaus wrote:A most of the examples are not working with Windows Vista. Have you a solution for this?
PureGDK has been tested to be compatible with Vista 32 and 64-bit. Are you using the official IDE?
Also, make sure that you are using DarkBasic Professional 6.7.
Yes i have installet the v 6.7 of DBP.
If i start your exe from example "\PureGDK-Examples\DBPro\basic2d\" it dosent work and also if i compile it with the orginal IDE from PB.
It shows only a error messag from windows vista and ask if i want debug it.
This problem i have with a most of the examples.
I work with Vista Ultimate 32 bit, original and all updates installet.
Mistrel wrote:Can you confirm if the pre-compiled examples from the website also error?
Yes, i have download and test the example "Real-Time Particle Effects" from your website and it also don't work.
It shows only a windows error message that the exe don't and aske me if i want it debug.
Another method would be to grab the frame from a particular camera without syncing it to the main window. You could then project it to any number of different sources.
You wouldn't want to have multiple engines running in parallel because they would each compete for cpu time. What we need here is a new feature for syncing across multiple windows.
This discussion is really interesting, and using multiple camera without sync could be a nice idea.
Is there any way to use something like a special buffer in order to draw something, then render the buffer to a camera (not the main camera) then use "final texture" to export the frame and put it in another window?
I talk about something like a render-to-texture process, but I need to work in a different buffer, else I'm obliged to work in the main environment of the main world.