On Mon, 29 May 2017 23:28:47 +0200, Bo Berglund
wrote:
>make install OPT=-dFPC_ARMHF PREFIX=/home/pi
I noticed the "command not found" error and realized that the command
did not specify the ppcarm location. Since this is a barebones RPi3
there is no path to ppcarm yet.
On Mon, May 29, 2017 23:28, Bo Berglund wrote:
> I have bought and initialized a new RPi3 today. It runs Raspbian
> Jessie PIXEL latest version.
> To install FPC I use a script file which sets up the Pi for FPC
> development with FPC3.0.2 and Lazarus 1.6.4.
> It automatically downloads all needed
> I do not understand what -iVSPTPSOTO is...
That's what happened when the compiler cannot be called by make. Watch:
> make: -iVSPTPSOTO: Command not found
it's a parameter list for fpc to get (from fpc -h):
-i Information
...
-iSO Return compiler OS
-iSP Return
I have bought and initialized a new RPi3 today. It runs Raspbian
Jessie PIXEL latest version.
To install FPC I use a script file which sets up the Pi for FPC
development with FPC3.0.2 and Lazarus 1.6.4.
It automatically downloads all needed fpc and lazarus files using svn
and it also updates the
Thanks for posting those LookAt and Perspective routines. They're kind of
needed with OpenGL ES 2.0, as it no longer has matrix modes. You need to
build your own perspective and model view matrices and pass them to your
vertex shaders as uniforms.
uniform mat4 modelview; // modelview matrix
Am 29.05.2017 10:26 schrieb "Ryan Joseph" :
>
>
> > On May 29, 2017, at 1:01 PM, Sven Barth via fpc-pascal <
fpc-pascal@lists.freepascal.org> wrote:
> >
> > If anything like this would be implemented, then the already existing
syntax (for variant dispatch calls) would
On Sat, 27 May 2017 16:52:21 +0700
Ryan Joseph wrote:
> Not having glm::perspective or glm::lookAt is enough to really stop you in
> your tracks and running off to Google for hours.
Then perhaps you have to improve your google skills. ^^
On Mon, 29 May 2017 15:29:24 +0700
Ryan Joseph wrote:
> > On May 29, 2017, at 12:58 PM, Anthony Walter wrote:
>[...]
> It’s buried now but look at the “FPC Graphics options” thread from a few days
> ago and spanning back weeks I think. After all
On 29/05/17 05:15, Ryan Joseph wrote:
On May 28, 2017, at 5:22 PM, Mark Morgan Lloyd wrote:> >> IMO
though it does improve readability in long functions with lots of>> parameters, like windows api style
procedures that have 5 or more>> parameters and you
> On May 29, 2017, at 12:58 PM, Anthony Walter wrote:
>
> I'm curious, what's the problem with fpc and loops? Also, from my OpenGL
> experience the limiting factor in speed (frames per second) is usually the
> pixel complexity and not whatever method is used to feed vertex
> On May 29, 2017, at 1:01 PM, Sven Barth via fpc-pascal
> wrote:
>
> If anything like this would be implemented, then the already existing syntax
> (for variant dispatch calls) would be used which uses ":=".
>
>
What are variant dispatch calls? Maybe
Am 29.05.2017 07:13 schrieb "Ryan Joseph" :
>
>
> > On May 28, 2017, at 5:22 PM, Mark Morgan Lloyd <
markmll.fpc-pas...@telemetry.co.uk> wrote:
> >
> >> IMO though it does improve readability in long functions with lots of
> >> parameters, like windows api style
I'm curious, what's the problem with fpc and loops? Also, from my OpenGL
experience the limiting factor in speed (frames per second) is usually the
pixel complexity and not whatever method is used to feed vertex data or
shader uniforms.
Wet rock example: http://glslsandbox.com/e#20806.1
13 matches
Mail list logo