Search found 40 matches

by AmiDARK
Sun Jan 06, 2019 2:45 pm
Forum: General Developer Support
Topic: Render MiniGL in a window
Replies: 2
Views: 2676

Re: Render MiniGL in a window

Thank you Broadblues.
I will check the Blender source code to understand how it works...
And I'll do my system :)
by AmiDARK
Sun Jan 06, 2019 12:56 am
Forum: General Developer Support
Topic: Render MiniGL in a window
Replies: 2
Views: 2676

Render MiniGL in a window

When we create 1. A window in the Workbench screen or 1b. A custom screen with a window inside it. How can we setup MiniGL to render it inside the window or screen ? All samples availables always uses SDL or GLUT. does it exist any sample not using them but that directly setup MiniGL inside a window...
by AmiDARK
Mon Dec 17, 2018 9:55 pm
Forum: General Developer Support
Topic: OpenScreen & OpenScreenTags ... Why do they don't work ?
Replies: 13
Views: 4505

Re: OpenScreen & OpenScreenTags ... Why do they don't work ?

broadblues : Thank you for your answer, but I'm not sure to really understand what you explained.
by AmiDARK
Sat Dec 15, 2018 9:36 pm
Forum: General Developer Support
Topic: OpenScreen & OpenScreenTags ... Why do they don't work ?
Replies: 13
Views: 4505

Re: OpenScreen & OpenScreenTags ... Why do they don't work ?

thomasrapp : Once again, thanks for your knowledge ... What I found odd, is that this information is available nowhere in the autodoc concerning graphics library and BestModeID, and Intuition OpenScreen, etc... EDIT : Tested by replacing 32 with 24 inside the OpenScreen method (to keep 32 in the dis...
by AmiDARK
Sat Dec 15, 2018 6:51 pm
Forum: General Developer Support
Topic: OpenScreen & OpenScreenTags ... Why do they don't work ?
Replies: 13
Views: 4505

Re: OpenScreen & OpenScreenTags ... Why do they don't work ?

@broadblues : 640x480x32 is the requested mode. I have from 640x480 to 1280x1024 screen modes availables in my prefs with 8, 16 and 32 bits modes. I tried fixed values (entering directly the 640, 480 and 32 values in the methods parameters ... same result. @Xenic : Happy to see that I'm not alone. I...
by AmiDARK
Sat Dec 15, 2018 9:27 am
Forum: General Developer Support
Topic: OpenScreen & OpenScreenTags ... Why do they don't work ?
Replies: 13
Views: 4505

Re: OpenScreen & OpenScreenTags ... Why do they don't work ?

Hello, I did changes to my "OpenScreen" method using your advices and sample. It gives this result : BOOL egeDisplay_OpenScreen( int Width, int Height, int Depth ){ BOOL success = FALSE; debugMessage( "CALL: egeDisplay_OpenScreen\n" ); // 1. Check for BestModeID ULONG myBestModeI...
by AmiDARK
Fri Dec 14, 2018 9:27 pm
Forum: General Developer Support
Topic: OpenScreen & OpenScreenTags ... Why do they don't work ?
Replies: 13
Views: 4505

Re: OpenScreen & OpenScreenTags ... Why do they don't work ?

Hello Thomasrapp.
Thank you for all your advices.
I will look your sample and update my code with your advices.
Regards,
by AmiDARK
Fri Dec 14, 2018 12:46 am
Forum: General Developer Support
Topic: OpenScreen & OpenScreenTags ... Why do they don't work ?
Replies: 13
Views: 4505

Re: OpenScreen & OpenScreenTags ... Why do they don't work ?

Thank you Thomasrapp for your answer. I tried to use IGraphics->BestModeID to detect a 32bit compatible mode ID ... Without Success. Screen only open if I set depth=8 void egeDisplay_OpenScreen( int Width, int Height, int Depth ){ // 1. Check for BestModeID int BestModeID = IGraphics->BestModeID( BI...
by AmiDARK
Thu Dec 13, 2018 9:40 pm
Forum: General Developer Support
Topic: OpenScreen & OpenScreenTags ... Why do they don't work ?
Replies: 13
Views: 4505

OpenScreen & OpenScreenTags ... Why do they don't work ?

When I want to create a screen, I encounter issues ... I am with a Sam440Flex. I allocate bitmap : displayCore.mainBitMap = IGraphics->AllocBitMap( 640, 480, 32, BMF_INTERLEAVED, NULL ); Sometimes it does return a NULL Pointer. Then if I create bitmap this way it don't work : struct NewScreen mainSc...
by AmiDARK
Tue Dec 11, 2018 7:18 pm
Forum: General Developer Support
Topic: IGraphics->AllocBitMap : dereferencing pointer to incomplete
Replies: 6
Views: 2295

Re: IGraphics->AllocBitMap : dereferencing pointer to incomp

In this case it was the definition of the GraphicsIFace structure that was missing that was the problem, hence why IGraphics couldn't be dereferenced to get the AllocBitMap() function. Including <proto/graphics.h> which in turn includes <interfaces/graphics.h> solved it. Will try this. Thank you.