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Pages: 1 ... 8 9 [10]
 on: 2014-07-24 12:14:32 
Started by pw - Last post by pw
Okay,big thanks to you. it seems to work,just have to destroy all image data etc.  Smiley

 on: 2014-07-24 12:03:36 
Started by theagentd - Last post by princec
Julien, I think you've completely missed theagentd's rant... he's saying by all means keep old shitty hardware supported by old shitty drivers. It's not like software just breaks all on its own over time (trololololol). What we want is new stuff, for new things. Then we can write new stuff for the new things, instead of having to write new stuff to work on old things, which burdens everybody, massively, probably contributing more to waste than anything.

As far as landfill and pollution goes... every bit of hardware sold is already landfill, eventually. If we slow down the rate of hardware production the people making that stuff will necessarily need to sell less of it... but make the same amount of money. So that means shittier hardware will both remain shitty and simultaneously become hugely more expensive. If you're concerned about pollution then maybe a campaign for environmentally friendly materials and recycling might be a more useful venture than supporting old, slow, power-hungry, bug-ridden, difficult-to-maintain hair-loss-instigating hardware.

Cas Smiley

 on: 2014-07-24 11:43:18 
Started by pw - Last post by basil_
so, cleaning up all al-buffers at al-destroy helped ?

i dont think it is the gl-context. we'd see a proper exception. also, i think when you (re)create a display, all gl-states are set back to their defaults. so that's probably not causing it.

still it must be something left over from the previous instance. maybe you use static variables to store some game/logic state which becomes invalid for the new instance. look over your init code, everything that could spill over should be cleaned up on disposal.

 on: 2014-07-24 11:33:50 
Started by theagentd - Last post by Roquen
But I can still run old DX apps with no problem.  Nobody's claiming backward compat should be simply shouldn't burden developers.

 on: 2014-07-24 11:31:10 
Started by pw - Last post by pw
Okay,i fixed the openAl error.i used the methods mentioned in this forum thread:

Now it occurred another problem Cheesy.
In my second instance the graphic is completely broken.i can only see black,white and grey colors and not really any shapes.
Do i have to release graphic contexts manually or so?

 on: 2014-07-24 11:25:06 
Started by theagentd - Last post by gouessej
I get that you don't think it's worth higher hardware requirements, but you're really not speaking for everyone.
I speak mainly for myself first but sometimes even some software editors share my concerns when they have to support very old hardware and most OpenGL experts I met in my life who work in scientific visualization aren't fond of Direct3D because of what you claim to be the way to go, dropping tons of features even though it breaks compatibility.

However, I wrote "I know that almost nobody agrees with me about that here but I prefer fighting against planned obsolescence", I know that when it becomes clearly political, almost nobody agrees with me and I'm fine with that.

The primary reason I targeted OGL3 for We Shall Wake is performance. The only OpenGL 4 features I take advantage of if they're available are performance or memory optimizations. By limiting the game to newer hardware I reduce the performance requirements of the game. Also, we do have modelers so our game will actually look good if we use expensive shaders and postprocessing.
Yes, I understand your position and it's great to read your advises as you explore some things that I'll have to use one day, especially when it deals with VBOs. Riven's posts were very useful too.

The pollution argument is ridiculous. Why would you encourage people to waste energy on drawing pretty triangles at all if you care so much about pollution. Newer hardware is more energy efficient.
I don't want to force people to renew their hardware when it isn't absolutely necessary. Newer hardware isn't always more energy efficient, video games machines have become less energy efficient except those made by Nintendo. There are several aspects to take into account about pollution including energy consumption, energy production and the production of the hardware that consumes this produced energy. Columbite–tantalite (coltan) is used to manufacture tantalum capacitors in many electronic devices and its extraction pollutes some rivers and lakes (and I don't speak about the ethics of mining in DRC Sad ) ... What is ridiculous?

Finally, I couldn't care less about if OpenGL is good enough for other applications, or even for you. It's not good enough for me, and I'm sure a lot of game developers would agree. It'd be extremely naive for me to think that you or the CAD industry will care about what I want. This is a game developing forum. If WE don't even say what we want, no one else is gonna do it for us.
I don't claim that OpenGL shouldn't evolve, I say that it shouldn't evolve by taking Direct3D and Microsoft APIs as examples and manufacturers can still make tons of optimizations in forward compatible profiles, what's wrong with that? Isn't it enough to satisfy everyone?

 on: 2014-07-24 11:22:23 
Started by BurntPizza - Last post by Roquen
I've been waiting for a viable C++ replacement for longer than some kids here have been on the planet...maybe someday I'll get my wish.

 on: 2014-07-24 11:17:57 
Started by pw - Last post by pw
Not right now, but i tried this before, i called AL.destroy() when i close the game,but it didn't change anything.  Cry

 on: 2014-07-24 11:09:46 
Started by pw - Last post by basil_
yes Smiley .. well, that sucks.

makes little sense to me after second glance. if you do not leave your VM and first time you load it works ...


.. another guess. even if it doesn not explain the linkageunsatifaction, do you "destroy" the AL device after you close your first instance ?

 on: 2014-07-24 11:08:51 
Started by pw - Last post by pw
looks good at first glance.

what if you try-and-error around (pseudo code) :

java.library.path = libs
java.library.path = libs/natives
java.library.path = (libs/natives).toAbsolute

.. does that fix it ?

i have problems translating your pseudocode.
i tried this now:
System.setProperty("java.library.path", "libs");
System.setProperty("java.library.path", "libs/natives");
System.setProperty("java.library.path", new File("libs/natives").getAbsolutePath());

is that what you wanted me to test? this didn't work.

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