Re: Dgame revived

2015-03-04 Thread Gan via Digitalmars-d-announce
On Wednesday, 4 March 2015 at 09:24:55 UTC, Namespace wrote: On Tuesday, 3 March 2015 at 23:01:21 UTC, Gan wrote: Oh also the green circle anti alias isn't happening. Just a plain un-anti-alis circle. Should be fixed now. Note that you now must specify the anti-aliasing, when you create the

Re: Dgame revived

2015-03-03 Thread Gan via Digitalmars-d-announce
Oh also the green circle anti alias isn't happening. Just a plain un-anti-alis circle.

Re: Dgame revived

2015-03-03 Thread Gan via Digitalmars-d-announce
On Tuesday, 3 March 2015 at 16:59:35 UTC, Namespace wrote: On Sunday, 1 March 2015 at 10:00:35 UTC, Namespace wrote: On Sunday, 1 March 2015 at 00:10:22 UTC, stewarth wrote: On Saturday, 28 February 2015 at 22:52:47 UTC, Namespace wrote: On Saturday, 28 February 2015 at 11:02:31 UTC, Namespace

Re: Dgame revived

2015-02-28 Thread Gan via Digitalmars-d-announce
On Saturday, 28 February 2015 at 11:02:31 UTC, Namespace wrote: Next step is Font, Text and Spritesheet. Then I'll inspect Clock, Power and MessageBox and in the end I'll inspect Audio. I think the most breaking changes will happen here, because I'll use this time SDL_Audio instead of OpenAL.

Re: Dgame revived

2015-02-26 Thread Gan via Digitalmars-d-announce
On Thursday, 26 February 2015 at 06:33:26 UTC, Gan wrote: On Thursday, 26 February 2015 at 06:32:07 UTC, Gan wrote: On Thursday, 26 February 2015 at 03:17:32 UTC, stewarth wrote: On Thursday, 26 February 2015 at 03:01:42 UTC, Rikki Cattermole wrote: On 26/02/2015 3:57 p.m., Gan wrote: On

Re: Dgame revived

2015-02-26 Thread Gan via Digitalmars-d-announce
On Thursday, 26 February 2015 at 08:19:30 UTC, Namespace wrote: Figured it out. DGame wants OpenGL 3.0+ context. However it uses some functions in OpenGL 2.1 that have been depreciated. The mac OpenGL doesn't allow depreciated functions. DGame's OpenGL code is too outdated to run on a 3.0+ GL

Re: Dgame revived

2015-02-25 Thread Gan via Digitalmars-d-announce
On Tuesday, 24 February 2015 at 22:03:29 UTC, stewarth wrote: On Tuesday, 24 February 2015 at 21:10:53 UTC, Gan wrote: On Tuesday, 24 February 2015 at 21:07:04 UTC, stewarth wrote: On Tuesday, 24 February 2015 at 19:32:08 UTC, Gan wrote: On Tuesday, 24 February 2015 at 16:28:59 UTC, Namespace

Re: Dgame revived

2015-02-25 Thread Gan via Digitalmars-d-announce
On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth wrote: I'd also try hacking in Window.d directly to see if even basic gl commands work, e.g. immediately after window and context creation, try rendering a triangle then tweak the context initialisation to see if it affects anything.

Re: Dgame revived

2015-02-25 Thread Gan via Digitalmars-d-announce
On Thursday, 26 February 2015 at 03:17:32 UTC, stewarth wrote: On Thursday, 26 February 2015 at 03:01:42 UTC, Rikki Cattermole wrote: On 26/02/2015 3:57 p.m., Gan wrote: On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth wrote: I'd also try hacking in Window.d directly to see if even

Re: Dgame revived

2015-02-25 Thread Gan via Digitalmars-d-announce
On Thursday, 26 February 2015 at 06:32:07 UTC, Gan wrote: On Thursday, 26 February 2015 at 03:17:32 UTC, stewarth wrote: On Thursday, 26 February 2015 at 03:01:42 UTC, Rikki Cattermole wrote: On 26/02/2015 3:57 p.m., Gan wrote: On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth wrote:

Re: Dgame revived

2015-02-24 Thread Gan via Digitalmars-d-announce
On Tuesday, 24 February 2015 at 09:24:17 UTC, Namespace wrote: On Tuesday, 24 February 2015 at 09:07:19 UTC, Namespace wrote: On Tuesday, 24 February 2015 at 00:53:49 UTC, Mike Parker wrote: On 2/24/2015 8:18 AM, Gan wrote: Doesn't work. Still gives the same OpenGL too low error. I think

Re: Dgame revived

2015-02-24 Thread Gan via Digitalmars-d-announce
On Tuesday, 24 February 2015 at 16:28:59 UTC, Namespace wrote: I had to force dub to upgrade in order for it to pull the latest code from the master branch. But on the plus side it runs. On the downside it still only displays a blank white screen for Mac users. As growlercab pointed out

Re: Dgame revived

2015-02-23 Thread Gan via Digitalmars-d-announce
On Monday, 23 February 2015 at 23:24:02 UTC, Namespace wrote: Doesn't work. Still gives the same OpenGL too low error. I think you need to place the lines SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);

Re: Dgame revived

2015-02-23 Thread Gan via Digitalmars-d-announce
On Tuesday, 24 February 2015 at 00:53:49 UTC, Mike Parker wrote: On 2/24/2015 8:18 AM, Gan wrote: Doesn't work. Still gives the same OpenGL too low error. I think you need to place the lines SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);

Re: Dgame revived

2015-02-23 Thread Gan via Digitalmars-d-announce
On Monday, 23 February 2015 at 16:03:47 UTC, Namespace wrote: load will pull in 1.1 functions only, nothing more. reload will load in whatever is supported by the current context. So if your context only supports 2.1, only functions up to 2.1 will be loaded. One of the earlier posts showed

Re: Dgame revived

2015-02-22 Thread Gan via Digitalmars-d-announce
On Sunday, 22 February 2015 at 22:29:53 UTC, Namespace wrote: On Sunday, 22 February 2015 at 22:24:59 UTC, Gan wrote: On Sunday, 22 February 2015 at 21:58:13 UTC, John Colvin wrote: On Sunday, 22 February 2015 at 21:34:03 UTC, Foo wrote: I think you need to install the ogg libraries. Derelict,

Re: Dgame revived

2015-02-22 Thread Gan via Digitalmars-d-announce
On Sunday, 22 February 2015 at 22:32:44 UTC, Gan wrote: On Sunday, 22 February 2015 at 22:29:53 UTC, Namespace wrote: On Sunday, 22 February 2015 at 22:24:59 UTC, Gan wrote: On Sunday, 22 February 2015 at 21:58:13 UTC, John Colvin wrote: On Sunday, 22 February 2015 at 21:34:03 UTC, Foo wrote:

Re: Dgame revived

2015-02-22 Thread Gan via Digitalmars-d-announce
On Sunday, 22 February 2015 at 09:30:10 UTC, Namespace wrote: On Sunday, 22 February 2015 at 09:05:16 UTC, Mike Parker wrote: On 2/22/2015 2:43 PM, Gan wrote: dub.json: { name: game, description: game, dependencies: { dgame: ~master } } First, you need to change

Re: Dgame revived

2015-02-22 Thread Gan via Digitalmars-d-announce
On Sunday, 22 February 2015 at 22:49:16 UTC, Namespace wrote: Stackoverflow says it is possible. One guy's fix was something like: glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

Re: Dgame revived

2015-02-22 Thread Gan via Digitalmars-d-announce
On Monday, 23 February 2015 at 00:36:49 UTC, Rikki Cattermole wrote: On 23/02/2015 11:33 a.m., Gan wrote: On Sunday, 22 February 2015 at 22:32:44 UTC, Gan wrote: On Sunday, 22 February 2015 at 22:29:53 UTC, Namespace wrote: On Sunday, 22 February 2015 at 22:24:59 UTC, Gan wrote: On Sunday, 22

Re: Dgame revived

2015-02-21 Thread Gan via Digitalmars-d-announce
On Sunday, 22 February 2015 at 01:56:59 UTC, amber wrote: On Saturday, 21 February 2015 at 14:43:57 UTC, Namespace wrote: Today I registered Dgame on DUB. Since I do not currently have much time (I'm currently in my exams period) I hope I did everything right. Let me know if not and what could

Re: DlangUI

2015-01-27 Thread Gan via Digitalmars-d-announce
On Saturday, 14 June 2014 at 19:40:58 UTC, Jim Hewes wrote: Very nice, thanks. I'm looking forward to trying it out when I can find the time. I'm not a big fan of bindings/wrappers. Jim This is looks fantastic. I tried the demo but I get an error: SDL_GL_CreateContext failed: Failed creating