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Josh

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Posts posted by Josh

  1. You're right. Something is wrong, probably the light data not being fed to the shader...I'm using the same code for Leadwerks 3.0 and the 3.1 beta, and using macros to switch between the two and it appears something got overlooked in the new update. Let me investigate...

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  2. There was an update yesterday and I guess everyone already had the zlib headers...they're in now, so if you just run the updater it will download and extract them.

     

    The rest of what you described is normal behavior. In the next version the Leadwerks path is a single property in the project, so you can change it in one place and all the paths will use that value.

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  3. FYI, you don't need to increment the shape ref count. It will automatically do that when you add it to the shape. Your normal usage shuld be like this:

    shape = Shape::Sphere();
    pivot = Pivot::Create();
    pivot->SetShape(shape);
    shape->Release();

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  4. I have two older system's 1. AMD/ATI and 2. Intel Core 2 Duo with Intel GPU of some kind. Anyways the point is that there is software that uses OpenGL that will run on Linux but not Windows. I couldn't run unity on ether of the two systems above, even thou I could kinda get unity working in wine on both of those systems. I think Microsoft sabotages OpenGL on windows, to push DirectX.

    • Until recently, Intel was doing a good job of sabotaging PC gaming with bad drivers.
    • OpenGL prior to 4.0 was a bloated complex mess with lots of legacy features from the fixed-function pipeline days. OpenGL4 is streamlined and dumps all the old/bad ways of doing things. So driver support for OpenGL 4 is very good, even from Intel. So you get good driver support combined with the more efficient nature of OpenGL.

  5. You probably realize this, pointers are the only thing you really need to worry about, and only for the purpose of preventing yourself from calling a function on a non-existent object. It's only a way to help prevent user error, they don't actually have to be initialized if you don't make any mistakes.

     

    Another trick is to look at the object's ref count and check the collected value. If the object's refcount is either zero or some huge crazy number, it's probably an invalid object. If the collected member is true, it was probably deleted.

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