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Moving from 2.26 to 2.3


Volker
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Hello,

 

I'm just trying to move my project from 2.26 to 2.3.

There will be a few questions I'll have.

The first one (Blitzmax specific).

Compile error if I include leadwerks.framewerk:

C:/BlitzMax/mod/leadwerks.mod/framewerk.mod/framewerk.debug.win32.x86.a(Renderer.bmx.debug.win32.x86.o): undefined reference to `leadwerks_engine_TagTexture'
C:/BlitzMax/mod/leadwerks.mod/framewerk.mod/framewerk.debug.win32.x86.a(Renderer.bmx.debug.win32.x86.o): undefined reference to `leadwerks_engine_UPS'
C:/BlitzMax/mod/leadwerks.mod/framewerk.mod/framewerk.debug.win32.x86.a(framewerk.bmx.debug.win32.x86.o): undefined reference to `leadwerks_engine_UpdateAppTime'
C:/BlitzMax/mod/leadwerks.mod/framewerk.mod/framewerk.debug.win32.x86.a(framewerk.bmx.debug.win32.x86.o): undefined reference to `leadwerks_engine_AppSpeed'
C:/BlitzMax/mod/leadwerks.mod/framewerk.mod/framewerk.debug.win32.x86.a(framewerk.bmx.debug.win32.x86.o): undefined reference to `leadwerks_engine_AppSpeed'
C:/BlitzMax/mod/leadwerks.mod/framewerk.mod/framewerk.debug.win32.x86.a(framewerk.bmx.debug.win32.x86.o): undefined reference to `leadwerks_engine_AppSpeed'
Build Error: Failed to link D:\Thrust made with Wizard\Thrust.debug.exe

Core2DuoE6570 / Windows7 64bit / 4 Gb RAM / Geforce GTX 260 896Mb / LE 2.3

Dell Inspiron 1720 / Vista SP2 / C2D 2.4 / 8600 GM

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Framewerk is now the seperate Framework and not a module. If you look in the BMX folder in the SDK it there are two folders Framework and Mod.

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Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

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I think there is still an issue see Here in the tracker.

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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Trying to run my project on the laptop (2.26 worked well), I get an shader compile error.

Using latest official drivers from Dell.

 

Does this mean my laptop can't run LE 2.3?

 

"zip::c:/users/volker/desktop/thrust fw/shaders.pak//postfilters/clearcolor.frag"...Error: Failed to compile fragment shader object.
(6) : error C7531: global variable gl_FragData requires "#extension GL_ARB_draw_buffers : enable" before use


Source:
#version 120
#define LW_MAX_PASS_SIZE 1
varying vec4 fragcolor;

void main() {
gl_FragData[0] = fragcolor;
gl_FragData[1] = vec4(0.0);
gl_FragData[2] = vec4(0.0);
gl_FragData[3] = vec4(0.0);
}

 

Leadwerks Engine 2.3Initializing Renderer...
OpenGL Version: 2.1.1GLSL Version: 1.20 
NVIDIA via Cg compilerRender device: GeForce 8600M GT/PCI/SSE2Vendor: NVIDIA CorporationDrawBuffers2 
supported: 132 texture units supported.
GPU instancing supported: 0Shader model 4.0 supported: 1
Conditional render supported: 0

 



01/16/2010 14:31:36
VOLKER-LAPTOP

[Anzeige]
Prozessor:		Intel(R) Core(TM)2 Duo CPU     T8300  @ 2.40GHz (2393 MHz)
Operating System:	Microsoft Windows Vista (Service Pack 2)
DirectX-Version:	10.0 
GPU processor:		GeForce 8600M GT
ForceWare-Version:	101.43
Gesamter verfügbarer Grafikspeicher:	1023 MB
Dedizierter Videospeicher:	256 MB
System-Videospeicher:	0 MB
Freigegebener Systemspeicher:	767 MB
Video-BIOS:		60.84.50.00.01
IRQ:			7
Bus:			PCI Express x16

[Komponenten]

nvCplUIR.dll		1.4.14.01		NVIDIA Control Panel
nvCpl.cpl		1.4.14.01		NVIDIA Control Panel Applet
nvExpBar.dll		1.4.14.01		NVIDIA Control Panel
nvCplUI.exe		1.4.14.01		NVIDIA Control Panel
nvViTvSR.dll		7.15.11.0143		NVIDIA Video and TV Server
nvViTvS.dll		7.15.11.0143		NVIDIA Video and TV Server
nvDispSR.dll		7.15.11.0143		NVIDIA Display Server
NVMCTRAY.DLL		7.15.11.0143		NVIDIA Media Center Library
nvDispS.dll		7.15.11.0143		NVIDIA Display Server
NVCPL.DLL		7.15.11.0143		NVIDIA Compatible Windows 2000 Display driver, Version 101.43 
nvGameSR.dll		7.15.11.0143		NVIDIA 3D Settings Server
nvGameS.dll		7.15.11.0143		NVIDIA 3D Settings Server

Core2DuoE6570 / Windows7 64bit / 4 Gb RAM / Geforce GTX 260 896Mb / LE 2.3

Dell Inspiron 1720 / Vista SP2 / C2D 2.4 / 8600 GM

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i have to say you laptop should be able to run LE

but i can tell you you driver will be very old

as dell do not update the driver that much

 

so best place for nvidia laptop driver is http://www.laptopvideo2go.com/

 

that way you can patch nvidia latest and install on your laptop

i think that may improive a lot of things for you

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One more thing.

Activating the skybox via framework.bmx

and a setcolor() before flip makes the everything

drawn tinted.

Without skybox it's ok.

 

 



'Import "framework.bmx"

RegisterAbstractPath(AppDir)


Graphics(1024, 768)



Global fw:tframework = CreateFramework()
If fw = Null Then Throw("no framework")

GCSetMode(2)
'




Local camera:TCamera = fw.Main.camera
PositionEntity(camera, Vec3(0, 0, -2))

Local light:TLight = CreateSpotLight(10)
RotateEntity(light, Vec3(45, 55, 0))
PositionEntity(light, Vec3(5, 5, -5))
'

' 
Local mesh:TMesh = CreateCube()

' 
SetSkybox(LoadMaterial("abstract::FullskiesBlueClear0016_2_L.mat"))

While Not AppTerminate() And Not KeyDown(KEY_ESCAPE)

fw.Update()
fw.Render()

SetColor(Vec4(1, 1, 0, 0)) ' deactivate this and everything is rendered fine.
DrawText("Hello World", 10, 50)
Flip(0)

WEnd

Core2DuoE6570 / Windows7 64bit / 4 Gb RAM / Geforce GTX 260 896Mb / LE 2.3

Dell Inspiron 1720 / Vista SP2 / C2D 2.4 / 8600 GM

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Wow, and the font drawing is solved too. Nice.

If there would be a Getcolor(), I could have done it. :)

 

Now finally it looks like I can go back to leveldesign.

Core2DuoE6570 / Windows7 64bit / 4 Gb RAM / Geforce GTX 260 896Mb / LE 2.3

Dell Inspiron 1720 / Vista SP2 / C2D 2.4 / 8600 GM

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If there would be a Getcolor(), I could have done it. :)

 

 

 

Not sure I follow you on that, how would a "Getcolor()" command help here?

 

The simple rule of thumb is if you turn it on .. remember to turn it off when done..

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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Not sure I follow you on that, how would a "Getcolor()" command help here?

 

The simple rule of thumb is if you turn it on .. remember to turn it off when done..

 

Wouldn't

 

local oldcolor:vec4=Getcolor()
SetColor(Vec4(1, 1, 0, 1))
DrawText("Hello World", 10, 50)
SetColor(oldcolor)

have done it? Thats the way I did it in Max2D.

I'm still a little confused. Thought Setcolor() affects only 2D drawings,

not the rendering.

Core2DuoE6570 / Windows7 64bit / 4 Gb RAM / Geforce GTX 260 896Mb / LE 2.3

Dell Inspiron 1720 / Vista SP2 / C2D 2.4 / 8600 GM

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SetColor() affets deferred rendering, since the last render phase is done with DrawImage() which is affected by SetColor(). So with SetColor() you can color the whole screen with a certain color hue, including alpha transparency for opacity of the color.

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Wouldn't

 

local oldcolor:vec4=Getcolor()
SetColor(Vec4(1, 1, 0, 1))
DrawText("Hello World", 10, 50)
SetColor(oldcolor)

have done it?

 

 

SetColor(Vec4(1, 1, 1, 1)) simply clears the changes you made using SetColor at the start of the 2D phase, no need to fetch the original colour and re-apply.

 

I think you will find that Max2D functions interfere with some Leadwerks functions.

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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SetColor(Vec4(1, 1, 1, 1)) simply clears the changes you made using SetColor at the start of the 2D phase, no need to fetch the original colour and re-apply.

 

I think you will find that Max2D functions interfere with some Leadwerks functions.

If the color was originally red (for example in a flight sim with red-out effect active), then SetColor(Vec4(1)) would change it to white, so GetColor() is indeed a more professional approach.

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
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Then to be Profesional Volker should use GetColor() ;)

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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