Re: [fpc-pascal] Keeping current with FPC Source on gitlab

2021-11-05 Thread Ryan Joseph via fpc-pascal


> On Nov 6, 2021, at 7:09 AM, James Richters via fpc-pascal 
>  wrote:
> 
> Do I need to use the source to re-install FPC every time I want to update it? 
>  If so how is this accomplished?
> 

You need to rebuild the compiler every time it's updated. It can installed to a 
"trunk" location so that it doesn't overwrite existing stable compiler releases.

Regards,
Ryan Joseph

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[fpc-pascal] Keeping current with FPC Source on gitlab

2021-11-05 Thread James Richters via fpc-pascal
I'm trying to set things up so I can stay up to date with the latest FPC
sources on gitlab.
I'm following the instructions found here:
https://www.freepascal.org/develop.var  - Connect to Source Repository with
Git
 
So I have cloned the read only sources, and now I have the FPC directory
described, and I can update my local copy.. but,  now what?
How do I go from having this source cloned directory to being able to
compile my programs with the current sources?
Do I need to use the source to re-install FPC every time I want to update
it?  If so how is this accomplished?
Or is there a better way to just update everything when I update the
repository without re-installing it?
 
James
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Re: [fpc-pascal] First Version Vector Toolkit in OpenGL

2021-11-05 Thread Benjamin Rosseaux via fpc-pascal
I'm curious to see how it compares with my vector-based UI framework stuff
at PasVulkan ( https://youtu.be/YR0KruyQbx4 ), where the GPU itself renders
everything by shader, where nothing is bitmap-based, if one ignores the 2D
vector signed distance field textures for fonts and so on. The CPU pushes
just roughly basic draw information to the GPU, where the fragment
übershader itself applies the corresponding design look with help of 2D SDF
math in an always antialiased way then.

On Wed, Nov 3, 2021 at 11:45 AM Anthony Walter via fpc-pascal <
fpc-pascal@lists.freepascal.org> wrote:

> @code
>
> It's a bit weasely to claim immediate or retain based on how the
> underlying implementation works. The UI toolkit is drawn using a vector
> based OpenGL library. The library uses hardware vertex buffers, render
> buffers, and a hardware stencil buffer (for anti-aliasing) to draw lines
> and shapes. With regards to what people familiar with OpenGL would
> consider, this is the opposite of immediate mode.
>
> However, these vertex buffers are repopulated every frame and where the
> entire scene is redrawn. This makes it seem to fall under the auspice of
> immediate mode.
>
> BUT
>
> If you read up a few messages back, I described how you can enable render
> buffers to save your work, and it's quite possible and even I'd say easy to
> do with my framework. But it's an opt-in step.
>
> HOWEVER
>
> This UI toolkit is only an incidental part of the library I am writing.
> The actual purpose of the library is to provide users with a very fast 2D
> graphics system with a hardware accelerated backend to render vector
> graphics. Further work will also include a Pascal object oriented interface
> to the fairly robust, fast, and powerful Chipmunk2D physics engine. My
> creating of this UI toolkit is only meant to give people writing physics
> simulations, games, or graphical demos a means to select, input, or change
> options for their physics simulation, game, or graphical demo. It is not
> meant to be used as a general purpose UI toolkit.
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