hello,
it's working here to on windows.
thanks a lot for this stuff.
it's very interesting!
cyrille
IOhannes m zmoelnig wrote:
IOhannes m zmoelnig wrote:
IOhannes m zmoelnig wrote:
now i'll go and figure how to make gl*APPLE work on other platforms too...
ok. it didn't take that long...
took some more time to make it run under windows too. i noticed that the vertex_array branch is really old (pre-0.90); this gave me several problems (as there where some fixes for nvidia-compiles under windows); however it works now.
i have changed following: [vertex_offset] now takes 2(X,Y,0,0), 3(X,Y,Z,0) or 4(X,Y,Z,W) arguments for "offset"; similarily i have changed [color_set] to take 1 (Grey), 3(RGBA) or 4(RGBA) arguments for "color"
i have removed the traces of GemShape in [color_set] too (changed to GemBase)
what i do not understand on [color_set] is a) the name: wouldn't [vertex_color] fit better (to see what it is meant for, like [part_color]) b) the message "number": why is it "number" and not "vertex" as in [vertex_offset] ? i think the 2 are so similiar that 2 different messages for the same behaviour is non-intuitive.
haven't tested [vertex_quad] (crashes, but haven't looked why), [vertex_grid] and [vertex_combine] yet.
mfg.a.sdr IOhannes
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