Hi, Sven…
This is what I'm thinking…
// function declarationfunction f(i: integer = 0; s: string = ''; d:
double);begin // fill code hereend;// method callingf(s := 'text', 0.1); //
supply the s and d paramf(0.2); // only supply the required d param// supply
all the params without proper
On 2017-05-30 22:37, James Richters wrote:
Putimage() takes
Initial X position
Initial Y position
Pointer to beginning of memory bitmap
In that case the AggPas code should be even faster, because PutImage()
only want a pointer to the bitmap data - thus no need to go through the
slow FPImage
> * What parameters does its putimage() function take?
> * Does in support PNG image format natively?
Putimage() takes
Initial X position
Initial Y position
Pointer to beginning of memory bitmap
Method to use (copy, AND, OR, XOR)
See
On 2017-05-30 20:20, James Richters wrote:
I've re-attached Graeme's sample slightly modified to open the
ptcgraph window, and attempt to use putimage on line 103 but when I
run it I get 217- access violation
I haven't downloaded or looked at ptcgraph at all. A few questions:
* What
>As I mentioned, AggPas can use allocated memory, array, a memory image etc as
>its rendering buffer. If you want a graphical console program
>(eg: using Linux Console Framebuffer) using AggPas, then render your
>application output via AggPas to a memory image, then bitblit that image
>to the
In our previous episode, Ingemar Ragnemalm said:
> BTW, when I ported my OpenGL demos to FPC, I found that the FPC glext.pp
> had some fatal bugs. (Easy to fix, but I never figured out who would
> want the corrections, so I hope someone else noted that it crashed for
> modern OpenGL.)
Well,
I've done a bit of assembly programming for IA-32, none recently and zero
compiler development other than simple parsers, but from what I know
optimizing with newer instructions like SSEx is only part of there story.
There's also optimizing for out of order instruction execution (OoOIE), or
tested with the fpc trunk , got only 3 fps increased .
but even with this result fpc does great job , compared with gcc7 ,
gcc is faster only about 45% . so when compared with a compiler like
gcc which get tens of patches par day from from around the world
including big companies like sumsung .
Il 29/05/2017 23:28, Bo Berglund ha scritto:
I have bought and initialized a new RPi3 today. It runs Raspbian
Jessie PIXEL latest version.
I don't know what you're going to use your RPi3 for, but just in case,
are you aware that now you can install an RT_PREEMPT kernel, and enjoy
the
On 2017-05-29 12:24, Mattias Gaertner wrote:
Jonas told that the benchmark program contains a number of bugs/wrong
translation from the C code:
And all of those recommendations were applied by Jon Foster and yielded
only a 0.6% increase in speed.
"I ended up with an hour of extra time so I
On 2017-05-30 14:52, Ingemar Ragnemalm wrote:
so I hope someone else noted that it crashed for
modern OpenGL.)
Huh? I've been using it for 4 months with "modern OpenGL 4.x" (non-fixed
rendering pipeline) and it hasn't crashed on me.
Next time it crashes, please supply a small code example
Den 2017-05-30 kl. 12:00, skrev Marco van de Voort:
For the 2Ders, in old GL I used glortho2d a lot. In newer ones I missed that,
but I found
an equivalent on stackoverflow:
My FPC vector unit has overloading and many other functions
(determinant, rotation around arbitrary axis...). Some
On Mon, 29 May 2017 14:07:40 -0400
Anthony Walter wrote:
> By the way, what's stopping you guys from using OpenGL ES 2.0?
It's ten years old, the current ES version is 3.2.
It has less functionality than "standard GL" as it's meant for embedded systems
(hence ES).
R.
In our previous episode, Anthony Walter said:
>
> This type of 2D setup in OpenGL allows for allows you to freely mix in both
> 2D and 3D effects. Here's are two examples of how 2D in a 3D world can work:
If you check the myorthohelp function that called it, you'll already see it
is normalized
Marco,
Regarding 2D animation, what I've far far more effective than an
orthographic projection is to draw 2D billboard sprite at a distance and
size to align exactly with your screen's resolution. That is each width and
height of "1" gl world equals "1" screen pixel, and coordinate (0, 0)
equals
In our previous episode, Anthony Walter said:
> By the way, what's stopping you guys from using OpenGL ES 2.0? It works on
> most all Windows, Mac, and Linux systems, and it's the only 3D graphics API
> on Raspberry Pi and most smart phones/tablets.
IIRC I went for opengl 3.3-4 because one could
In our previous episode, Ryan Joseph said:
> > 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) *
> >
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