Am 29.05.2017 07:13 schrieb "Ryan Joseph" :
>
>
> > On May 28, 2017, at 5:22 PM, Mark Morgan Lloyd <
markmll.fpc-pas...@telemetry.co.uk> wrote:
> >
> >> IMO though it does improve readability in long functions with lots of
> >> parameters, like windows api style procedures that have 5 or more
> >>
I'm curious, what's the problem with fpc and loops? Also, from my OpenGL
experience the limiting factor in speed (frames per second) is usually the
pixel complexity and not whatever method is used to feed vertex data or
shader uniforms.
Wet rock example: http://glslsandbox.com/e#20806.1
__
> On May 28, 2017, at 5:22 PM, Mark Morgan Lloyd
> wrote:
>
>> IMO though it does improve readability in long functions with lots of
>> parameters, like windows api style procedures that have 5 or more
>> parameters and you can't figure out which param is
>> which
>
You mean like this?
funct
> On May 29, 2017, at 8:24 AM, Anthony Walter wrote:
>
> And these matrices are compatible with OpenGL functions.
>
Thanks for sharing. I got your matrix multiplication functions to work in the
order I expected and helped me find a bug.
Btw, given what we just learned about loops in FPC I wo
All SupraEngine.Math matrices are also compatible with OpenGL (and Vulkan,
of course). SupraEngine.Math's TMatrix3x3 and TMatrix4x4 implementation
have also advanced stuff as such as lerp, nlerp, slerp interpolation method
functions, decomposing (into Perspective, Translation, Scale, Skew and
Rotat
> On May 28, 2017, at 10:33 PM, Ryan Joseph wrote:
>
> projTransform := TMatrix4x4.CreatePerspective(60.0, 500 / 500, 0.1,
> 10.0);
> modelTransform := TMatrix4x4.CreateTranslation(0, 0, -3.0) *
> TMat4.CreateRotateX(54);
I found out the problem. I was expecting the multiply to wo
You might want to try using this geometry library I've written to go along
with OpenGL, fixed function or otherwise:
https://github.com/sysrpl/Bare.Game/blob/master/source/bare.geometry.pas#L317
Basic usage might be like this:
var
M: TMatrix;
V: TVertex;
begin
M.Identity;
M.Translate(10,
In our previous episode, Bernd Oppolzer said:
> IMO, it's not about named parameters;
> furthermore, it is not about readability, but this IMO
> is a maintenance issue.
>
> Think about a procedure that has two parameters and a lot of callers
> and you want to add a third one.
>
> it would be nice
Having some kind of Keyboard Mode selection Variable that defaults to TP
compatibility would be a great option.
James
-Original Message-
From: fpc-pascal [mailto:fpc-pascal-boun...@lists.freepascal.org] On Behalf Of
Nikolay Nikolov
Sent: Sunday, May 28, 2017 9:52 AM
To: fpc-pascal@lists.
On 05/26/2017 10:49 PM, James Richters wrote:
It's great that it's finally working for you. And yes, ptccrt supports most alt
and ctrl key combinations, but if you find some key combination missing, please
report it - it is easy to add.
I could really use F11 and F12 including shift, alt, a
On GitHub I've already some SupraEngine subprojects, for example:
- https://github.com/BeRo1985/pasmp My
parallel-processing/multi-processing library for Object Pascal
- https://github.com/BeRo1985/kraft My newer 3D physics Engine for
Object Pascal
- https://github.com/BeRo1985/pasv
Hello Paul.
> How simple can we make this?
I have some videos showing ideU/polydev features, maybe it can be useful ?
Huh, maybe we could open a new topic in fpc-other ?
Fre;D
-
Many thanks ;-)
--
View this message in context:
http://free-pascal-general.1045716.n5.nabble.com/fpc-code-
I know that issue, so that the record constructors in the
SupraEngine.Math.pas are fully optional, so therefore you do must not using
these :-) It's just a optional option for key-tap-lazy peoples, since all
record member fields are also free directly accessible and public visible.
On Sun, May 28
Fixed, repacked & reuploaded as ZIP in the same directory
On Sun, May 28, 2017 at 10:32 AM, Ryan Joseph
wrote:
>
> > On May 28, 2017, at 3:22 PM, denisgolovan
> wrote:
> >
> > Looks nice. Thanks for sharing.
> > How about publishing it on Github with small readme to ease
> contributions?
> >
>
Ryan Joseph wrote:
I’m trying to following some OpenGL tutorials to learn the matrix transforms
but I’m getting stuck because I don’t have the c++ GLM library which everyone
is using. I see FPC has a matrix class but it doesn’t include all the helpers
in GLM like rotation, transform, perspect
On 27/05/17 20:30, nore...@z505.com wrote:
IMO though it does improve readability in long functions with lots of
parameters, like windows api style procedures that have 5 or more
parameters and you can't figure out which param is
which
I had an interesting case a couple of years ago where a pr
On 27/05/17 11:26, Bernd Oppolzer wrote:
> it would be nice if you could specify a default value for the new
> third parameter and don't have to change all the callers that use
> only two.
>
[snip]
> procecure P (x : integer; y : boolean; c: char := ' ');
>
> the first two parameters are mandator
> On May 28, 2017, at 3:22 PM, denisgolovan wrote:
>
> Looks nice. Thanks for sharing.
> How about publishing it on Github with small readme to ease contributions?
>
There’s some dead 403 links also btw.
Regards,
Ryan Joseph
___
fpc-pascal
28.05.2017, 09:55, "Benjamin Rosseaux" : I've put some units of my still work-in-progress UE4-style SupraEngine on my root server, after I've read this mailing list thread => http://rootserver.rosseaux.net/stuff/supraengineunits/ Looks nice. Thanks for sharing.How about publishing it on Github w
> On May 28, 2017, at 1:54 PM, Benjamin Rosseaux wrote:
>
> I've put some units of my still work-in-progress UE4-style SupraEngine on my
> root server, after I've read this mailing list thread =>
Thanks for sharing. The GLM functions I wanted seem to be here so I’m going to
try them.
Btw, I
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