iMiniB3D v0.6
BlitzMax Forums/MiniB3D Module/iMiniB3D v0.6| 
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| A few small changes to make it compatible with the iPhone 5's larger screen: Only available via Github from now on: https://github.com/si-design/iminib3d | 
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| Many thanks for the update! Unfortunately it seems the examples run with black borders on iPhone simulator 4 inch. | 
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| haven't downloaded yet but they are probably missing the Default-568h@2x graphic which is what triggers the device to go into 4 inch mode. XCode will auto make a blank one for you if you follow the build warning regarding the missing image. Last edited 2012 | 
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| Oops, not sure how I missed that. Yes, you need to include the file that ima mentions. | 
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| I confirm that creating a Default-568h@2x file the app runs at 640x1136!!!! Wonderful!!! :-) | 
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| Quick question, how much work would it take to make iMiniB3D GLES 2 compatible? I was thinking it would be great if shaders were available. | 
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| Probably quite a bit of work...I do intend to start looking at this soon though. | 
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| That's good news Simon. Here is a project that may be of use, it's an implemention of a compatible 1.1 API in 2.0 GLES. Although copying the 1.1 API is probably not the route you will want to follow, there is a lot of code here that can be handy for moving towards 2.0 without a complete rewrite. Here is the URL: http://code.google.com/p/gles2-bc/ | 
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| Thanks Ian I'll take a look. | 
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| Is there any documentation for this? | 
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| Only the readme.txt. | 
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| just to let you know it seems iMinib3d works fine on an iPad mini | 
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| I dont understand this iminib3d aint a module? ive downloaded the file iminib3d-master and then what? | 
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| iMiniB3D is a port of MiniB3D to iOS through C++, so no it's not a module. MiniB3D is a module for BMax. | 
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| I see so you need to know C++ tnx.. |