Petr Schreiber
26-10-2007, 19:36
Dear all !,
after longer time, with thinBASIC 1.5.0.1 you get major TBGL update.
Version 0.2.1 is based on your suggestions, so first big thanks for cooperation!
What's improved ?
As Mike suggested, TBGL_ClearFrame is now much more customizable. Want to just erase depth, just color, just reset view ? Specify what you need and you got it !
True Type font creation is now not dependant on UI module function too.
As with every release, complete TBGL internal code has been revised, screws tightened here and there so this release should again bring little speed improvements, in worst case
What's fixed
Last version was not very problematic, but TBGL_GetFrameRate returned always integer number. We are not in ideal world, this was simply wrong. New version has this fixed.
What's new?
I thought you would never ask ;D.
What about loading textures from memory, Abraxas ? BMP and TGA files, even raw RGB or RGBA buffers. Make your own texture format and bind data as you need and when you need.
Vertical synchronization - do you want to render as fast as possible or just keep step with refresh rate of your LCD. TBGL_UseVsync is here at your service ;)
But the biggest thing which comes in new TBGL is ... ( sound of fanfare ) ... entity system ! You can now organize entities in scenes.
Do you like limits ? Me definitely not. So what about unlimited number of entities. Just throw them to the world. One, two, hundred, thousands !
Ok entities, but which kinds we have here ? Cameras, lights, geometric primitives, display lists, models ... and you can interface with them in unified manner.
Set them color, set them texture. Place them on exact location, rotate them. Push them, make them disappear. And thats not all !
So please do not hesitate and start to experiment ! Pick new samples attached to this post ot see little portion of what you can do with new TBGL!
... hmm ok, but what more is new ?
New thinBASIC comes with completely face-lifted SampleScripts, no more old syntax, just latest and hottest of course :)
There is one new script, TBGL_Demo6_MovingIn3D_UsingEntitySystem.tbasic. If you remember original version, you probably know to move in space you needed SIN/COS calculations.
Dirty math! Go away!
Modified version uses entities exclusively, so no more goniometric headache, just push and turn camera object and that is all! Old version is still distributed, so you can see what you do not have to struggle with.
Ok, that were sample scripts. But most people start browsing the helpfile. It has be revised, it has been expanded. Even with some pictures :).
Almost every new TBGL command has code sample attached, even some older ones were revised to be more clear.
Detailed descriptions and possible bottlenecks, you can get this information here!
I hope you will like new TBGL model. It of course maintains 100% compatibility with current scripts. But entities are too useful to resist, don't be scared of them start to use them today! :D
At the end I would like to thank again to all who suggested new features and one special thanks to Eros, which showed me way to store entities without big struggle. Thanks again !
If your eyes are not bleeding from all the text you just read, please have a look at new help file and click "What's new / Version 0.2.1" section to see complete set of functionalities.
Please enjoy,
Petr
P.S. Thanks to improved thinBASIC core, possible TBGL run time errors are reported using standard thinBASIC RTE dialog
after longer time, with thinBASIC 1.5.0.1 you get major TBGL update.
Version 0.2.1 is based on your suggestions, so first big thanks for cooperation!
What's improved ?
As Mike suggested, TBGL_ClearFrame is now much more customizable. Want to just erase depth, just color, just reset view ? Specify what you need and you got it !
True Type font creation is now not dependant on UI module function too.
As with every release, complete TBGL internal code has been revised, screws tightened here and there so this release should again bring little speed improvements, in worst case
What's fixed
Last version was not very problematic, but TBGL_GetFrameRate returned always integer number. We are not in ideal world, this was simply wrong. New version has this fixed.
What's new?
I thought you would never ask ;D.
What about loading textures from memory, Abraxas ? BMP and TGA files, even raw RGB or RGBA buffers. Make your own texture format and bind data as you need and when you need.
Vertical synchronization - do you want to render as fast as possible or just keep step with refresh rate of your LCD. TBGL_UseVsync is here at your service ;)
But the biggest thing which comes in new TBGL is ... ( sound of fanfare ) ... entity system ! You can now organize entities in scenes.
Do you like limits ? Me definitely not. So what about unlimited number of entities. Just throw them to the world. One, two, hundred, thousands !
Ok entities, but which kinds we have here ? Cameras, lights, geometric primitives, display lists, models ... and you can interface with them in unified manner.
Set them color, set them texture. Place them on exact location, rotate them. Push them, make them disappear. And thats not all !
So please do not hesitate and start to experiment ! Pick new samples attached to this post ot see little portion of what you can do with new TBGL!
... hmm ok, but what more is new ?
New thinBASIC comes with completely face-lifted SampleScripts, no more old syntax, just latest and hottest of course :)
There is one new script, TBGL_Demo6_MovingIn3D_UsingEntitySystem.tbasic. If you remember original version, you probably know to move in space you needed SIN/COS calculations.
Dirty math! Go away!
Modified version uses entities exclusively, so no more goniometric headache, just push and turn camera object and that is all! Old version is still distributed, so you can see what you do not have to struggle with.
Ok, that were sample scripts. But most people start browsing the helpfile. It has be revised, it has been expanded. Even with some pictures :).
Almost every new TBGL command has code sample attached, even some older ones were revised to be more clear.
Detailed descriptions and possible bottlenecks, you can get this information here!
I hope you will like new TBGL model. It of course maintains 100% compatibility with current scripts. But entities are too useful to resist, don't be scared of them start to use them today! :D
At the end I would like to thank again to all who suggested new features and one special thanks to Eros, which showed me way to store entities without big struggle. Thanks again !
If your eyes are not bleeding from all the text you just read, please have a look at new help file and click "What's new / Version 0.2.1" section to see complete set of functionalities.
Please enjoy,
Petr
P.S. Thanks to improved thinBASIC core, possible TBGL run time errors are reported using standard thinBASIC RTE dialog