beta version up
Blitz3D Forums/Blitz3D Programming/beta version up
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Hi, A beta version of runtime.dll is now available from the product updates page. Unzip this into your bin folder if you dare... The low down: Implemeted many fixes for 'loss of graphics' type situations, eg: when user logs out, hit's ctrl-alt-del, alt-tabs out of a full screen app etc. A few special cases: * 2D images that have been manually modified using WritePixel/WritePixelFast should be declared 'dirty' after you have finished modifying them. You can do this using the new BufferDirty() command, eg: BufferDirty ImageBuffer( theImage ). If you don't care if such images survive loss of graphics, you can skip this. * Vidmem texture contents will not survive loss of graphics. However, the textures themseleves will still exist, and these are supposed to be frequently updated anyway, so this shouldn't be a major problem. * Blitz3D still can't survive desktop rez-mode change in windowed mode. However, the new GraphicsLost() command can be used to detect this. The only thing you'll be able to do after GraphicsLost() returns True is EndGraphics() (and then perhaps reload everything back in if you can be arsed). Or, as I'd be inclined to do, just exit, eg: ... If GraphicsLost() RuntimeError "Please restart Defender" RenderWorld ... Also added 2 new windowed graphics modes: 6 and 7. These are similar to modes 2 and 3, but will auto-suspend the application when it loses activation. These new modes are highly recommended! |
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thx for the efforts man :) |
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Very useful additions, thanks a lot! |
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Thanks BRL. |
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nice...what about eventual AA? Some folks offer solution (it was one thread about it, cant find it)..is it possible to get AA? |
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And ppl say Blitz3D is dead. :) Thanks Mark! Everything that makes Blitz more robust is a good thing. |
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Thank you very much Mark! All of these changes are great!!! :) all the best! |
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Just a couple of questions.. if this is a beta, should we expect a 'final' version of this beta as v1.99 of Blitz? The .ZIP didn't have a .txt or .doc explaining new functions / window modes beyond Mark explanation... this could be very useful... could we expect this in final version/other version? or there exist a place or post where we can download a detailed instructions, more or less... Thanks again and best regards! |
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Thanks Mark for your continue effort in bringing Blitz3D up to date ! Sergio. |
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Hidepointer in windowed Mode not longer works. Is that true or a bug? bye |
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Is that true? I've not had time enough to install the update yet, but it sounds like a big problem if we cannot hide the mouse cursor... All the best!, |
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It is true... on Win98, the mouse always stay on screen :( Have still test it on XP though... confirmed, on XP also the cursor is always on. I just hope if this will be the new runtime, that it includes alpha sorting, since thats the most annoying B3D "bug" for me :P |
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He hasn't mentioned alpha sorting, which was the thing most asked for. But thanks anyway, Mark. |
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great addition, thanks mark! |
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Hidepointer in windowed Mode not longer works. Ok, new version up in same place that should fix this. |
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Mmm, probably best people keep a backup of the original file - rather than just over-write it. I mention that as it is probably your most convenient way to go backwards if you suddenly need to. Not that I don't trust this - it's just it's nice to have a back-up file. I renamed my original one to Original_runtime.dll |
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I surely could use alpha-sorting, but glad about the other stuff, too! Any idea when alpha-sorting will be implemented, I have a project right now, which is nearly finished and approved, but I would like to have the alpha-sorting fixed before finalizing it. |
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yes mark, mousepointer bug is fixed. |
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Barbapapa, I too have a large commercial project nearing completion and it would really benefit from the alpha sorting issue being solved. I asked for this recently too and was told probably not any time soon - why I don't know, perhaps there is some complexity in the B3D which BMax overcomes, but B3d as it is, cannot. IPete2. |
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This alpha sorting issue would make a HUGE difference in certain situations in my FPS engine and models, as in some angles, the performance really choppy, and it's only due to improper management in the core, not due to my models. And there are big slowdowns in other situations with many layers of things in a pseudo 2D mode. |
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Thanks for the update and the fix again Mark. To have alpha sorting could be great too.. :) Best regards! |
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Where could we find documentation about new commands? Thanks again. |
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I'm not sure there are any new commands - this is a new runtime.dll I think it is just fixes. |
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At the first topic of this post Mark talks about, at least, two new commands: - bufferdirty() - graphicslost() I would like to know if there exist more commands and to know a little more about the behaviour of these new commands... :) regards! |
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online docs should be updated as well. |
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Mode 6 is very useful |
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thx |
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What excactly is the alpha sorting problem? Also Mark how about a disable tweening function or extra flag to the positionentity and entityparent functions to disable tweening? PLEASE! |
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..i would like to see AA fixed..someone post already solution for it...i just cant find thread, but it will be nice to have that finally... |
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i agree 100%. this would add the extra touch to b3d. |
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thanks mark for hidepointer. BTW: Is there any problem known between "Hidepointer" and "XP Tablet PC Edition" ? Seems that builds (1.98) dont work on this OS if you use "Hidepointer". But i dont have one to reproduce this or to test now 1.9_? Beta bye |
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What excactly is the alpha sorting problem? It's something that happens on all engines, no matter what version of DX or if it's openGL. When rendering multiple textures with alpha, depending on the angle you see them, they are rendered in the wrong order To avoid this, you must render the textures/polygons in the correct order from the more distant to the closest to the camera. This example shows the alpha problem: Graphics3D 640,480,0,2 AmbientLight 255,255,255 camera=CreateCamera() cube=CreateCube() cube2=CreateCube() MoveEntity camera, 0.5,0,-5 MoveEntity cube, 0,0,-0.1 EntityAlpha cube,0.5 EntityColor cube, 255,0,0 EntityAlpha cube2,0.5 EntityColor cube2, 0,255,0 While Not KeyHit(1) Cls TurnEntity cube2, 1,1,0 TurnEntity cube, 0,1,1 PositionEntity camera, Sin(angle)*5.0,0, Cos(angle)*5.0 angle = angle+ 1 PointEntity camera, cube2 UpdateWorld RenderWorld Flip Wend End |
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Works great. Thanks for update! |
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WOAH! I think I also have the alpha problem. I have a HUGE 0.2 alpha'd space box and a small 0.2 alpha'd object and the huge space box is being drawnb in front depsite the correct EntityOrdering! AAAARRRGGGGGGGGGGGHHHHHHHHHHHHHH! To avoid this, you must render the textures/polygons in the correct order from the more distant to the closest to the camera. Now? Could you show your example amended showing how to fix this? |
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mode 6 and 7 are dangerous cool Oo I known this will be normaly easy if you can write c++ application's, but there this will be realy cool. Since windows vista window-call-back-hooks easylie ignore, this was realy a problem for my application. By the way... wtf do you making Beta!? Make never ending Blitz3D Updates, so you can solve this problem: use easylie V1.100 -> V1.101 -> V1.102 -> V1.103 ... This will be normalyier instead of your Beta-Release (oO) edit: by the way, SLotman: This is not a bug. This is Mathicaly correct: Two Textures have an 50% alpha flag, so the Calculated value is totally all the same: 100 * 0.5 is 100 * 0.5 on every Texture. Both orders makes also the same value! The only way to solve this: Texture 1 with 55% alpha (glass for window on house?) and Texture 2 with 70% alpha (special effect in house?). This and more are Map- / Game-Designers daylies problems.... |
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ShadowTurtle; I, for one, did not understand one single word of the first half of your post. This is not a bug. This is Mathicaly correct So it's mathematically correct is it that I have vegetation (alpha'd) half a mile away, which punches through a river (alpha'd) right in front of me? |
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As these threads tend to turn into feature requests, I think I'll join in: :P Any chance of getting a RenderEntity entity[,inc_children]' command? Don't know about anyone else, but I'd find this useful for rendering specific entities only, and optionally, all their children. |
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@ big10p Or a HideWorld() and ShowWorld().... What about the small 400*300 Window at start.... Do you can remove this or Set a command like StartupSplash(image$,title$) which must be the first line in the program and image must be a const filename of a bmp (size 400*300) or something like that... sorry for my bad english |
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BUGZZ: debuglog inserts the new line after the cursor in the end: 500 Unrecognized command 500 Unrecognized command+OK <6154375.5778@localhost>, POP3 server ready. +OK Admin is known here. +OK Welcome! 0 messages (0 bytes) +OK 0 messages, 0 bytes 500 Unrecognized command +OK <6146750.23528@localhost>, POP3 server ready. +OK Admin is known here. +OK Welcome! 0 messages (0 bytes) +OK 0 messages, 0 bytes or do you think the smtpserver sends a pop3message? 500 Unrecognized command+OK <6154375.5778@localhost>, POP3 server ready. |
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Or a HideWorld() and ShowWorld().... Well, not exactly as that would hide/show everything - you can do this using a master pivot, anyway. However, another solution could be something like:my_world = CreateWorld() my_cube = CreateCube(my_world) RenderWorld my_world Where the RenderWorld parameter is optional; if it's omitted, all worlds get rendered. Maybe a bit clunky having to specify a world with CreateCube etc., though?! |
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i didn't know that this works^^ ....global world=CreatePivot() Function RenderEntity(entity,camera_to_render) HideEntity world Showentity camera_to render RenderWorld Showentity world End Function and use world as ultimate Parent |
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@FTC: What about the small 400*300 Window at start.... Do you can remove this or.. take a look at the runtime.dll-patcher from BotBuilder http://www.blitzbasic.com/Community/posts.php?topic=37093 then, all u have to do is to insert Global hWnd=Systemproperty("ApphWnd") api_ShowWindow hWnd,5 ; (put this just before your mainloop-code) cheers, chi |
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actually, thats true, how about hiding the window and having a ShowWindow type command that shows this window? it wont break current code, and if you do use that 400x300 window for something the showwindow command will bring it up. |
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yeah, would look much more pro. |
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hmm, think i found a bug... if you hit alt-tab in fullscreen and eg. change to firefox then the taskbaricon of the app isnt shown until you close firefox or hit alt-tab again (so you are back in game). but if you now hit alt-tab again everything works normal... |
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thats not really a problem of blitz. more a problem of windows. if a window have been created and windows doesn't "realize" that it won't appear in the taskbar. this happens to me often. not only with blitz. -sorry for my english- |
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- Fix AA - Sort out the surface count problem - Sort ou the bone count problem Everyone will be happy. :) |
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Maybe a bug, i have had problems on a win98se machine of a friend (radeon9800 AGP) , but i can not reproduce it under XP. if there are Win98users here, please start an application using DX7 to build a GUI (in this case it was the demo of renoise 1.2.8 http://www.renoise.com ,newer versions have no support for 98se ), after this, minimize this application and run a bb programm in windowed mode. Now, sometimes the screen is black without any gfx, other times it works perfekt. If have used this demos www.abrexxes.huntingsoftware.de/blitz/wwwstream.zip . Really not shure if it is a bug, or a problem with his old machine. (I have had no time to check the installation, but driver and DX was newest version) bye |
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I'm on Win98 and it doesn't happen here. I can minimize and ALT+TAB between 2 B3D Window with no problem at all. Maybe it's a Radeon driver problem or the card didnt have enough memory to hold the 2 programs running together? I'm here with a GF4 MX4000 btw. |
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Whats stopping this going gold? |
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woohoo the v1.99 is finished..... well but the about window.... it is only 1.98 |
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I think v1.99 is the same as this beta test version. |
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Hey, Mark, when will we have a "WritePixelReallyFast" command, that can actually write a screenfull of pixels in REAL time? |
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heh...in a few years once we all have 8gig ram :D |
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As these threads tend to turn into feature requests, I think I'll join in: :P Oooh! Oooh! Me too! Clip-planes! |
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Clip planes with resulting closed mesh! |
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if only....seriously, who cares about clip-planes when anti-aliasing is nonexistant!! ANTI-ALIASING OR I'LL SCREAM!!! |
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ANTI-ALIASING yes I would love it. can't be that hard to fix? unless microsoft have broken that too |
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kinda off topic... What is anti-aliasing? |
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Its a filter that get rid of hard edges, i think it renders the screen 2x or 4x the size needed and then resizes it to fit your screen res. |
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A picture a thousand of words... |
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You can already do clip planes.... external lib, yeah, but they work and easily. |
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Well AA would be rather sweet. I have campaigned for it and I know it will not happen or it would have happened. I think there is a technical problem in DX7 stopping them. |
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Hi, I can't find the 1.99 beta DLL from the update page. I see only the blitz update files, the last one is version 1.99. After ran it, I start the IDE, and clicking on Help/About, the version still appears to be 1.98 (IDE, linker and runtime). Any help appreciated, Sergio. |
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You've got version 1.99 (just try some of the new commands/flags and you'll see), but for whatever reason the version number has not been changed from 1.98 within the IDE. I'm sure Mark is aware of it though. |
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Thanks David, Sergio. |
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now available from the product updates page.... I'm lost....can someone let me know where this section is? (sorry - looked all over the site - no joy) |
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If you have a licence got to ACCOUNT --> PRODUCT UPDATES, there you will find the final 1.99 update. bye |
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Thanks Abrexxes. As usual, right under my nose. Cheers |
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What is the update supported in new release blitz 1.100? Thanks |
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I agree with DareDevil.. Update 1.100 features please... :P regards, |
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Here!:) |
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Thanks Mark!! |