Page 5 of 5

Re: Lib Screen (Sprite) (PB 6.10)

Posted: Thu May 23, 2024 11:21 pm
by AZJIO
Linux_MX_i386 (x32)
I'm getting a message
The application being debugged has unexpectedly shut down
you still have a problem with paths: the latter case does not match. You can open a distribution for Linux and see the names of files and folders to make sure.

For "ImportC", I suggested making a hint, this will help the user quickly figure out the problem by adding line number in which to make an edit.

Code: Select all

CompilerElseIf #PB_Compiler_OS = #PB_OS_Linux
	CompilerIf #PB_Compiler_Debugger 
		If FileSize("/usr/lib64/libGL.so") = -1
			Debug "Indicate the right path to the libGL.so file in line 40"
		EndIf
	CompilerEndIf

Re: Lib Screen (Sprite) (PB 6.10)

Posted: Mon May 27, 2024 2:37 pm
by Derren
Amazingly it works :D Looks stunning, especially the first one with the light and also the water/cloud one.

What doesnt't seem to work is the shader editor.
It says "F5 to run" and I can pick several codes from the selector, but they don't change anything.

PS: can we only have one light?
I tried this, but it doesn't give me two light sources.
Having dynamic lighting and UV mapping is awesome. So thanks a TON for sharing this with us.

Code: Select all

Case 0
    ;  S_Camera(Sin(sy*5)*200,Sin(sy*7)*200,1,0) ;remove the wobble
      S_light(MouseX(),MouseY(),sheight/2,sheight*4,$ffffff,$0,0)
      ; add another light source
      S_light(MouseX()+150,MouseY()+150,sheight/2,sheight*4,$FF0000,$0,0)

Re: Lib Screen (Sprite) (PB 6.10)

Posted: Mon May 27, 2024 3:54 pm
by pf shadoko
when you modify a shader, make sure there's a sprite using it in the example displayed
( and that your modifications do not contain an error (displayed at the bottom of the editor)

only one light taken into account for the moment

Re: Lib Screen (Sprite) (PB 6.10)

Posted: Thu Mar 13, 2025 12:19 am
by skinkairewalker
is it possible use LibScreen with Ogre3D together ??