On Monday, 25 November 2019 at 10:16:47 UTC, Vijay Nayar wrote:
On Sunday, 24 November 2019 at 16:34:35 UTC, Dgame wrote:
Maybe some of you know Dgame (https://github.com/Dgame/Dgame),
it was my biggest project using D and was a lot of fun at that
time. But since I don't use D anymore, I
On Sunday, 24 November 2019 at 16:34:35 UTC, Dgame wrote:
Maybe some of you know Dgame (https://github.com/Dgame/Dgame),
it was my biggest project using D and was a lot of fun at that
time. But since I don't use D anymore, I have neither the time
nor the desire and even less the knowled
Maybe some of you know Dgame (https://github.com/Dgame/Dgame), it
was my biggest project using D and was a lot of fun at that time.
But since I don't use D anymore, I have neither the time nor the
desire and even less the knowledge to take care of it anymore.
So, if anyone wants to ke
On Wednesday, 10 June 2015 at 17:07:40 UTC, Namespace wrote:
Thanks, that is really nice to hear. I've finished the last
tutorial, so have fun. :)
I'll release the first RC on monday.
Since no issues were reported, here is, as promised, the first
release candidate:
https://github
It looks like a really clean interface.
Thank you.
However I was unable to get either of the WIP games to compile
through dub. The API has changed enough to make it difficult to
get 5.3 or higher up and running. It's just nice to have a nice
example.
Btw, Great work!
Yes, but as soon as I
On Tuesday, 9 June 2015 at 16:30:20 UTC, Namespace wrote:
I'm glad to announce the Beta of Dgame 0.6.0:
https://github.com/Dgame/Dgame/releases
There are some major changes, like Masks for Surfaces, the
AntiAlias and OpenGl Versions enum in GLContextSettings
(previous GLSettings) and
Thanks, that is really nice to hear. I've finished the last
tutorial, so have fun. :)
I'll release the first RC on monday.
On Tuesday, 9 June 2015 at 16:30:20 UTC, Namespace wrote:
I'm glad to announce the Beta of Dgame 0.6.0:
https://github.com/Dgame/Dgame/releases
There are some major changes, like Masks for Surfaces, the
AntiAlias and OpenGl Versions enum in GLContextSettings
(previous GLSettings) and
On Tuesday, 9 June 2015 at 16:30:20 UTC, Namespace wrote:
I'm glad to announce the Beta of Dgame 0.6.0:
https://github.com/Dgame/Dgame/releases
There are some major changes, like Masks for Surfaces, the
AntiAlias and OpenGl Versions enum in GLContextSettings
(previous GLSettings) and
I'm glad to announce the Beta of Dgame 0.6.0:
https://github.com/Dgame/Dgame/releases
There are some major changes, like Masks for Surfaces, the
AntiAlias and OpenGl Versions enum in GLContextSettings (previous
GLSettings) and so on. But for the most frequent stuff it should
be bac
dependency m3. Dgame now used an internal
module.
The final release date is still sunday evening.
On Sunday, 5 April 2015 at 16:39:34 UTC, Suliman wrote:
Is it's possible to use Dgame for iOS game developing?
AFAIK iOS LDC now support building iOS Apps.
https://github.com/smolt/ldc-iphone-dev
No. But because I also have no iOS device, I could not test well
in this respect. My next
Is it's possible to use Dgame for iOS game developing?
AFAIK iOS LDC now support building iOS Apps.
https://github.com/smolt/ldc-iphone-dev
Instead of opening a new post I announce here the release of the
RC #2. Besides some minor bug fixes and some API changes (mostly
to improve the Event handling) I've added also support for
Joysticks and GameControllers. That should be the last big
changes. If no more bugs appear (and the Dereli
vent. It shows up int the second example, so no
big deal, but I figured I should let you know.
Are the tutorials on GitHub too?
Craig
Hey thanks for the note, but Dgame.Window is a package import:
https://github.com/Dgame/Dgame/blob/master/source/Dgame/Window/package.d
As you can see, the Even
One small note about the tutorials. In the tutorial on
Game Loop and Event handling:
http://rswhite.de/dgame5/?page=tutorial&tut=handle_events
In the first example, I believe you are missing an import for
Dgame.Window.Event. It shows up int the second example, so no big
deal, but I figured I s
On Friday, 3 April 2015 at 04:55:42 UTC, Mike Parker wrote:
On Thursday, 2 April 2015 at 09:38:05 UTC, Namespace wrote:
Dgame is based on SDL 2.0.3 (as described in the installation
tutorial), but tries to "wrap" any function call which is
introduced after SDL 2.0.0:
On Friday, 3 April 2015 at 04:55:42 UTC, Mike Parker wrote:
succeed. You can look at the functions allowSDL_2_0_0 and
allowSDL_2_0_1 in sdl.d [1] to see exactly which functions were
added in 2.0.1 and 2.0.2 so that you can determine if you
Gah! I always forget to add the referenced links.
[1
On Thursday, 2 April 2015 at 09:38:05 UTC, Namespace wrote:
Dgame is based on SDL 2.0.3 (as described in the installation
tutorial), but tries to "wrap" any function call which is
introduced after SDL 2.0.0:
static if (SDL_VERSION_ATLEAST(2, 0, 2))
----
so that Dgame should
On Thursday, 2 April 2015 at 18:49:15 UTC, Namespace wrote:
The master branch should now make an automatic downgrade.
I am still using rc1 but managed to get everything working. I
built SDL(and the other libraries) from source and now everything
works great.
Thanks for your help.
Craig
The master branch should now make an automatic downgrade.
he installation tutorial. Unfortunately I
did not tested Dgame with OpenSUSE, sorry for your trouble.
No worries, you can't test everything, and OpenSUSE isn't as
popular as some other distros. Also, I guess OpenSUSE isn't
going to work with default libs anyway because of the v
I'll fix this as follows:
Dgame will load DerelictSDL2 as usual and then it will check if
the supported version is below 2.0.2. If so, DerelictSDL2 will be
reloaded with SharedLibVersion(MAX_SUPPORTED_VERSION)).
That should that work, right?
system and DGame is attempting
to load a more recent version. Derelict will load either SDL
2.0.2 or 2.0.3. The latter is the latest release, but there are
no API differences between them.
From your end, the solution is to install the latest version of
SDL2. Another solution is for DGame to
out there
(note, I suppose I didn't need the devel version of libSDL2
...):
sudo zypper in libSDL2-devel
sudo zypper in libSDL2_image-2_0-0
sudo zypper in libSDL2_mixer-2_0-0
sudo zypper in libSDL2_ttf-2_0-0
I will add this to the installation tutorial. Unfortunately I did
not tested Dgam
On 4/2/2015 4:56 PM, Mike Parker wrote:
Derelict will load either SDL 2.0.2 or 2.0.3...
...by default.
is installed on
your system and the loader found it just fine. Second, the loader was
unable to find the SDL_HasAVX function in libSDL2.so.
SDL_HasAVX was added to the API in SDL 2.0.2, so you have an older
version installed on your system and DGame is attempting to load a more
recent version
On Thursday, 2 April 2015 at 02:36:52 UTC, Craig Dillabaugh wrote:
On Wednesday, 1 April 2015 at 18:30:01 UTC, Namespace wrote:
Since the weekend Dgame went into the release phase:
https://github.com/Dgame/Dgame/releases/tag/v0.5.0-rc.1
http://dgame-dev.de/?page=download
The Website (http
On Wednesday, 1 April 2015 at 18:30:01 UTC, Namespace wrote:
Since the weekend Dgame went into the release phase:
https://github.com/Dgame/Dgame/releases/tag/v0.5.0-rc.1
http://dgame-dev.de/?page=download
The Website (http://dgame-dev.de/) is fully updated and should
be useable on every
On Wednesday, 1 April 2015 at 18:30:01 UTC, Namespace wrote:
Since the weekend Dgame went into the release phase:
https://github.com/Dgame/Dgame/releases/tag/v0.5.0-rc.1
http://dgame-dev.de/?page=download
The Website (http://dgame-dev.de/) is fully updated and should
be useable on every
On Wednesday, 1 April 2015 at 18:30:01 UTC, Namespace wrote:
Since the weekend Dgame went into the release phase:
https://github.com/Dgame/Dgame/releases/tag/v0.5.0-rc.1
http://dgame-dev.de/?page=download
The Website (http://dgame-dev.de/) is fully updated and should
be useable on every
Since the weekend Dgame went into the release phase:
https://github.com/Dgame/Dgame/releases/tag/v0.5.0-rc.1
http://dgame-dev.de/?page=download
The Website (http://dgame-dev.de/) is fully updated and should
be useable on every device. Please let me know if you noticed
unexpected behavior (at
Since it can be somewhat annoying to create the necessary shared
libraries, it would be very helpful if those who have already
created these files (specifically * .so and * .dylib) could send
those files to me (rswhi...@gmail.com). New user could reuse
these files. Of course you should also wri
oo excited about the new release, I forgot completely to test
with the current version 2.066.
Forgot to mention the new Beta tag (hopefully the last :)):
https://github.com/Dgame/Dgame/releases/tag/v0.5.0-beta.3
Currently you should use the Master branch until I fixed the
package thing.
I hate to post from my mobile phone. I've always have this
no-name account there.
I hope I've fixed the errors. It was my fault, because I was too
excited about the new release, I forgot completely to test with
the
On Sunday, 15 March 2015 at 23:17:10 UTC, Joel wrote:
On Sunday, 15 March 2015 at 22:51:17 UTC, Namespace wrote:
On Sunday, 15 March 2015 at 22:30:06 UTC, Joel wrote:
I've been getting these errors:
I found two places that have 'package(Dgame):' -
source\Dgame\Graphic\Color.d(
On Sunday, 15 March 2015 at 18:12:36 UTC, Namespace wrote:
On Friday, 13 March 2015 at 18:59:48 UTC, Namespace wrote:
I will merge the 0.5.0 branch this evening and tag a release
candidate v0.5.0rc.
https://github.com/Dgame/Dgame/releases/tag/v0.5.0-beta.1
New Beta:
https://github.com/Dgame
On Sunday, 15 March 2015 at 22:51:17 UTC, Namespace wrote:
On Sunday, 15 March 2015 at 22:30:06 UTC, Joel wrote:
I've been getting these errors:
I found two places that have 'package(Dgame):' -
source\Dgame\Graphic\Color.d(30) and
source\Dgame\Math\Rect.d(44), and if I remov
On Sunday, 15 March 2015 at 22:30:06 UTC, Joel wrote:
I've been getting these errors:
I found two places that have 'package(Dgame):' -
source\Dgame\Graphic\Color.d(30) and
source\Dgame\Math\Rect.d(44), and if I remove them (comment
them out), then only one error remains:
Ye
I've been getting these errors:
I found two places that have 'package(Dgame):' -
source\Dgame\Graphic\Color.d(30) and
source\Dgame\Math\Rect.d(44), and if I remove them (comment them
out), then only one error remains:
Compiling using dmd...
Error: cannot read file main.d
F
On Friday, 13 March 2015 at 18:59:48 UTC, Namespace wrote:
I will merge the 0.5.0 branch this evening and tag a release
candidate v0.5.0rc.
https://github.com/Dgame/Dgame/releases/tag/v0.5.0-beta.1
New Beta:
https://github.com/Dgame/Dgame/releases/tag/v0.5.0-beta.2
and two new Tutorials
I think a tutorial on how to do tile map with sprites would be
awesome
http://dgame-dev.de/?page=tutorial&tut=tilemap
wrote:
The most of Dgame is ready, only the tutorials are missing
to arrive to the release state.
Is there anything you wanted absolutely in Dgame? A module,
a tutorial?
Since I removed the TileMap tutorial I may want to write an
replacement how you could easily built one with Sprites.
Any further
On Saturday, 14 March 2015 at 03:12:56 UTC, stewarth wrote:
On Friday, 13 March 2015 at 14:23:27 UTC, Namespace wrote:
On Friday, 13 March 2015 at 10:51:22 UTC, stewarth wrote:
On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote:
The most of Dgame is ready, only the tutorials are missing
On Friday, 13 March 2015 at 14:23:27 UTC, Namespace wrote:
On Friday, 13 March 2015 at 10:51:22 UTC, stewarth wrote:
On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote:
The most of Dgame is ready, only the tutorials are missing to
arrive to the release state.
Is there anything you
I will merge the 0.5.0 branch this evening and tag a release
candidate v0.5.0rc.
https://github.com/Dgame/Dgame/releases/tag/v0.5.0-beta.1
On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote:
The most of Dgame is ready, only the tutorials are missing to
arrive to the release state.
http://dgame-dev.de/?page=tutorial
I've worked the whole day to get them updated. Hopefully I don't
missed something.
I will merge
more dynamic.
E.G. if you have a game with destroyable Tiles this approach is
much more common and suitable because it is easier and cheaper to
nullify an Tile.
See also my last implementation in my unfinished game "Quinn
Quadrat":
https://github.com/Dgame/SDL-Game/blob/master/Tile
On Friday, 13 March 2015 at 10:51:22 UTC, stewarth wrote:
On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote:
The most of Dgame is ready, only the tutorials are missing to
arrive to the release state.
Is there anything you wanted absolutely in Dgame? A module, a
tutorial?
Since I
On Friday, 13 March 2015 at 10:34:50 UTC, amber wrote:
On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote:
The most of Dgame is ready, only the tutorials are missing to
arrive to the release state.
Is there anything you wanted absolutely in Dgame? A module, a
tutorial?
Since I removed
On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote:
The most of Dgame is ready, only the tutorials are missing to
arrive to the release state.
Is there anything you wanted absolutely in Dgame? A module, a
tutorial?
Since I removed the TileMap tutorial I may want to write an
replacement
On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote:
The most of Dgame is ready, only the tutorials are missing to
arrive to the release state.
Is there anything you wanted absolutely in Dgame? A module, a
tutorial?
Since I removed the TileMap tutorial I may want to write an
replacement
The most of Dgame is ready, only the tutorials are missing to
arrive to the release state.
Is there anything you wanted absolutely in Dgame? A module, a
tutorial?
Since I removed the TileMap tutorial I may want to write an
replacement how you could easily built one with Sprites. Any
further
t you now must specify the
anti-aliasing, when you create the window. And you can now
specify by yourself which opengl context version should be
supported. See:
http://dgame-dev.de/?package=Window&module=GLSettings
Looks great. How do I use the new version in dub? Do I just set
the d
ust a
plain un-anti-alis circle.
Should be fixed now. Note that you now must specify the
anti-aliasing, when you create the window. And you can now
specify by yourself which opengl context version should be
supported. See:
http://dgame-dev.de/?package=Window&module=GLSettings
Looks great. How
Do I just set the dependency version to 0.5.0?
Yes that should work.
e the window. And you can now
specify by yourself which opengl context version should be
supported. See:
http://dgame-dev.de/?package=Window&module=GLSettings
Looks great. How do I use the new version in dub? Do I just set
the dependency version to 0.5.0?
pengl context version should be
supported. See:
http://dgame-dev.de/?package=Window&module=GLSettings
Looks good. Except for the text. It gets longer over time. I
added an issue.
That should be fixed with the last commit.
Oh also the green circle anti alias isn't happening. Just a plain
un-anti-alis circle.
week I have to learn for my exams completely again.
But you can already begin with your tests. ;)
Thank you for updating Dgame so quickly. I'll give it a test
later this week and report any issues on github.
Cheers,
stew
Forget to mention: until aldacron fixed DerelictSDL2
(
ou can already begin with your tests. ;)
Thank you for updating Dgame so quickly. I'll give it a test
later this week and report any issues on github.
Cheers,
stew
Forget to mention: until aldacron fixed DerelictSDL2
(https://github.com/DerelictOrg/DerelictSDL2/issues/39) you
have to ma
also begun to update the website and to update the
tutorials, but I need at least a whole day to get ready. So
I'll be ready in mid-March at the latest - because the next
week I have to learn for my exams completely again.
But you can already begin with your tests. ;)
Thank you for updati
rials, but I need at least a whole day to get ready. So
I'll be ready in mid-March at the latest - because the next
week I have to learn for my exams completely again.
But you can already begin with your tests. ;)
Thank you for updating Dgame so quickly. I'll give it a test
later this
On Saturday, 28 February 2015 at 11:02:31 UTC, Namespace wrote:
Next step is Font, Text and Spritesheet. Then I'll inspect
Clock, Power and MessageBox and in the end I'll inspect Audio.
I think the most breaking changes will happen here, because
I'll use this time SDL_Audio instead of OpenAL.
iour.
What is left: add missing comments / complete comments and
renew the documentation. After that I will update the website.
We are moving forward! :)
This is exciting. I'll test my space background in DGame to
compare performance to SFML. If it's favorable, I'm immediately
and
renew the documentation. After that I will update the website.
We are moving forward! :)
This is exciting. I'll test my space background in DGame to
compare performance to SFML. If it's favorable, I'm immediately
switching.
Next step is Font, Text and Spritesheet. Then I'll inspect
Clock, Power and MessageBox and in the end I'll inspect Audio.
I think the most breaking changes will happen here, because
I'll use this time SDL_Audio instead of OpenAL.
Font, Text, Clock (renamed to StopWatch) and Power (renamed to
This module should work as a standalone with a few tiny import
changes:
https://github.com/Dav1dde/glamour/blob/master/glamour/util.d
The interesting bit is checkgl, used for example like this:
checkgl!glDrawArrays(GL_POINTS, 0, 10);
then you get a nice debug message if glDrawArrays reports a
Hey, I'm using tilemap :P
I guess a separate project for tilemaps built on Dgame would be
cool. I might look into this during the semester break.
It's very easy to build a TileMap if you use Sprites. So I don't
see (currently) any use case of the TileMap module.
One thin
blank white
screen for Mac users.
As growlercab pointed out
(https://github.com/Dgame/Dgame/pull/29), I think also
that you should set the Version to 3.2 rather than 3.0.
Could you give it a try and say if that works for you?
No dice. Running the shapes tutorial again, just a blank
screen
On Thursday, 26 February 2015 at 22:27:12 UTC, Namespace wrote:
On Thursday, 26 February 2015 at 22:09:33 UTC, stewarth wrote:
On Thursday, 26 February 2015 at 20:43:20 UTC, Namespace wrote:
I've just pushed the current state of the 0.5.0 version:
https://github.com/Dgame/Dgame/tree/
On Thursday, 26 February 2015 at 22:09:33 UTC, stewarth wrote:
On Thursday, 26 February 2015 at 20:43:20 UTC, Namespace wrote:
I've just pushed the current state of the 0.5.0 version:
https://github.com/Dgame/Dgame/tree/0.5.0
It's far from finished but it works. So if anyone has
On Thursday, 26 February 2015 at 20:43:20 UTC, Namespace wrote:
I've just pushed the current state of the 0.5.0 version:
https://github.com/Dgame/Dgame/tree/0.5.0
It's far from finished but it works. So if anyone has requests,
wishes or suggestions: now is the time. :)
That'
I've just pushed the current state of the 0.5.0 version:
https://github.com/Dgame/Dgame/tree/0.5.0
It's far from finished but it works. So if anyone has requests,
wishes or suggestions: now is the time. :)
ight, 0, 1, -1);
OPEN GL ERROR: 1282
Each error happens after each line is called. I'm not sure
why this happens or what it means.
According to docs: 1280 is GL_INVALID_ENUM
Figured it out. DGame wants OpenGL 3.0+ context. However it
uses some functions in OpenGL 2.1 that have been d
On Thursday, 26 February 2015 at 08:35:12 UTC, Gan wrote:
On Thursday, 26 February 2015 at 08:19:30 UTC, Namespace wrote:
Figured it out. DGame wants OpenGL 3.0+ context. However it
uses some functions in OpenGL 2.1 that have been depreciated.
The mac OpenGL doesn't allow depreciated func
On Thursday, 26 February 2015 at 08:19:30 UTC, Namespace wrote:
Figured it out. DGame wants OpenGL 3.0+ context. However it
uses some functions in OpenGL 2.1 that have been depreciated.
The mac OpenGL doesn't allow depreciated functions.
DGame's OpenGL code is too outdated to run on
Figured it out. DGame wants OpenGL 3.0+ context. However it
uses some functions in OpenGL 2.1 that have been depreciated.
The mac OpenGL doesn't allow depreciated functions.
DGame's OpenGL code is too outdated to run on a 3.0+ GL context
on mac.
Required fix: Either lower the cont
pens after each line is called. I'm not sure why
this happens or what it means.
According to docs: 1280 is GL_INVALID_ENUM
Figured it out. DGame wants OpenGL 3.0+ context. However it uses
some functions in OpenGL 2.1 that have been depreciated. The mac
OpenGL doesn't allow depreci
On Thursday, 26 February 2015 at 06:32:07 UTC, Gan wrote:
On Thursday, 26 February 2015 at 03:17:32 UTC, stewarth wrote:
On Thursday, 26 February 2015 at 03:01:42 UTC, Rikki
Cattermole wrote:
On 26/02/2015 3:57 p.m., Gan wrote:
On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth
wrote:
On Thursday, 26 February 2015 at 03:17:32 UTC, stewarth wrote:
On Thursday, 26 February 2015 at 03:01:42 UTC, Rikki Cattermole
wrote:
On 26/02/2015 3:57 p.m., Gan wrote:
On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth wrote:
I'd also try hacking in Window.d directly to see if even
b
On Thursday, 26 February 2015 at 03:01:42 UTC, Rikki Cattermole
wrote:
On 26/02/2015 3:57 p.m., Gan wrote:
On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth wrote:
I'd also try hacking in Window.d directly to see if even
basic gl
commands work, e.g. immediately after window and context
On 26/02/2015 3:57 p.m., Gan wrote:
On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth wrote:
I'd also try hacking in Window.d directly to see if even basic gl
commands work, e.g. immediately after window and context creation, try
rendering a triangle then tweak the context initialisation
On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth wrote:
I'd also try hacking in Window.d directly to see if even basic
gl commands work, e.g. immediately after window and context
creation, try rendering a triangle then tweak the context
initialisation to see if it affects anything.
I'd also try hacking in Window.d directly to see if even basic gl
commands work, e.g. immediately after window and context
creation, try rendering a triangle then tweak the context
initialisation to see if it affects anything.
It may help you track down exactly which part of the GL setup is
(https://github.com/Dgame/Dgame/pull/29), I think also
that you should set the Version to 3.2 rather than 3.0.
Could you give it a try and say if that works for you?
No dice. Running the shapes tutorial again, just a blank
screen. Console output looks good though:
init openAL
Derelict loaded
Is there anything more I can test to try to get it working on
Mac?
No, sorry, currently I have no clue what's wrong. :/
Also anyone else have a Mac to test on? I wanna make sure it's
not just me getting the blank white screen.
wrote:
I had to force dub to upgrade in order for it to pull the
latest code from the master branch.
But on the plus side it runs.
On the downside it still only displays a blank white
screen for Mac users.
As growlercab pointed out
(https://github.com/Dgame/Dgame/pull/29), I think also that
the
latest code from the master branch.
But on the plus side it runs.
On the downside it still only displays a blank white screen
for Mac users.
As growlercab pointed out
(https://github.com/Dgame/Dgame/pull/29), I think also that
you should set the Version to 3.2 rather than 3.0. Could you
side it runs.
On the downside it still only displays a blank white screen
for Mac users.
As growlercab pointed out
(https://github.com/Dgame/Dgame/pull/29), I think also that
you should set the Version to 3.2 rather than 3.0. Could you
give it a try and say if that works for you?
No dice
white screen
for Mac users.
As growlercab pointed out
(https://github.com/Dgame/Dgame/pull/29), I think also that
you should set the Version to 3.2 rather than 3.0. Could you
give it a try and say if that works for you?
No dice. Running the shapes tutorial again, just a blank
screen. Console
(https://github.com/Dgame/Dgame/pull/29), I think also that you
should set the Version to 3.2 rather than 3.0. Could you give
it a try and say if that works for you?
No dice. Running the shapes tutorial again, just a blank screen.
Console output looks good though:
init openAL
Derelict loaded GL
I had to force dub to upgrade in order for it to pull the
latest code from the master branch.
But on the plus side it runs.
On the downside it still only displays a blank white screen for
Mac users.
As growlercab pointed out
(https://github.com/Dgame/Dgame/pull/29), I think also that you
Try commenting out this line:
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS,
SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG)
According to the opengl.org wiki this flag should not be used
except in GL 3.0 and was made redundant in GL 3.1. The code
snippet above is trying to set MAJOR.MINOR as GL 3.3.
I
blank white screen
for Mac users.
Yeah, that is really strange. For all tutorials?
I have already started on the weekend to begin Dgame 0.5 and
revise the whole. So that's at least a glimmer of hope.
Try commenting out this line:
SDL_GL_SetAttribute(SDL_GL_CON
range. For all tutorials?
I have already started on the weekend to begin Dgame 0.5 and
revise the whole. So that's at least a glimmer of hope.
On Tuesday, 24 February 2015 at 09:24:17 UTC, Namespace wrote:
On Tuesday, 24 February 2015 at 09:07:19 UTC, Namespace wrote:
On Tuesday, 24 February 2015 at 00:53:49 UTC, Mike Parker
wrote:
On 2/24/2015 8:18 AM, Gan wrote:
Doesn't work. Still gives the same OpenGL too low error. I
think yo
On Tuesday, 24 February 2015 at 09:07:19 UTC, Namespace wrote:
On Tuesday, 24 February 2015 at 00:53:49 UTC, Mike Parker wrote:
On 2/24/2015 8:18 AM, Gan wrote:
Doesn't work. Still gives the same OpenGL too low error. I
think you
need to place the lines
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MA
On Tuesday, 24 February 2015 at 00:53:49 UTC, Mike Parker wrote:
On 2/24/2015 8:18 AM, Gan wrote:
Doesn't work. Still gives the same OpenGL too low error. I
think you
need to place the lines
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_
1 - 100 of 185 matches
Mail list logo