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: 1786

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: 1786

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: 2501

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: 2501

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: 2501

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: 2501

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 myBestModeID = IGraphics->BestM...
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: 2501

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: 2501

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: 2501

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: 1181

Re: IGraphics->AllocBitMap : dereferencing pointer to incomp

salass00 wrote: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.