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digitalmars.D.announce - Dgame revived

reply "Namespace" <rswhite4 gmail.com> writes:
Today I registered Dgame on DUB. Since I do not currently have 
much time (I'm currently in my exams period) I hope I did 
everything right. Let me know if not and what could be improved.

Since I left D a while ago, Dgame was also not maintained, but 
thanks to your demand I will maintain Dgame again. The current 
goal is to register Dgame successful on DUB. The next goal would 
be to adapt the webpage and the installation chapter and to 
re-register the domain dgame.dev.de
After that (and after my hopefully successful exams) I will 
rebuild Dgame from scratch with the goal of a more consistent and 
better structure and with the idea in mind to use  nogc wherever 
possible.
Feb 21 2015
next sibling parent "Kingsley" <kingsley.hendrickse gmail.com> writes:
On Saturday, 21 February 2015 at 14:43:57 UTC, Namespace wrote:
 Today I registered Dgame on DUB. Since I do not currently have 
 much time (I'm currently in my exams period) I hope I did 
 everything right. Let me know if not and what could be improved.

 Since I left D a while ago, Dgame was also not maintained, but 
 thanks to your demand I will maintain Dgame again. The current 
 goal is to register Dgame successful on DUB. The next goal 
 would be to adapt the webpage and the installation chapter and 
 to re-register the domain dgame.dev.de
 After that (and after my hopefully successful exams) I will 
 rebuild Dgame from scratch with the goal of a more consistent 
 and better structure and with the idea in mind to use  nogc 
 wherever possible.
Awesome!! great news :)
Feb 21 2015
prev sibling next sibling parent "uri" <uri.grill gmail.com> writes:
On Saturday, 21 February 2015 at 14:43:57 UTC, Namespace wrote:
 Today I registered Dgame on DUB. Since I do not currently have 
 much time (I'm currently in my exams period) I hope I did 
 everything right. Let me know if not and what could be improved.

 Since I left D a while ago, Dgame was also not maintained, but 
 thanks to your demand I will maintain Dgame again. The current 
 goal is to register Dgame successful on DUB. The next goal 
 would be to adapt the webpage and the installation chapter and 
 to re-register the domain dgame.dev.de
 After that (and after my hopefully successful exams) I will 
 rebuild Dgame from scratch with the goal of a more consistent 
 and better structure and with the idea in mind to use  nogc 
 wherever possible.
Great news, thanks heaps :-)
Feb 21 2015
prev sibling next sibling parent reply "amber" <amber.swan gmail.com> writes:
On Saturday, 21 February 2015 at 14:43:57 UTC, Namespace wrote:
 Today I registered Dgame on DUB. Since I do not currently have 
 much time (I'm currently in my exams period) I hope I did 
 everything right. Let me know if not and what could be improved.

 Since I left D a while ago, Dgame was also not maintained, but 
 thanks to your demand I will maintain Dgame again. The current 
 goal is to register Dgame successful on DUB. The next goal 
 would be to adapt the webpage and the installation chapter and 
 to re-register the domain dgame.dev.de
 After that (and after my hopefully successful exams) I will 
 rebuild Dgame from scratch with the goal of a more consistent 
 and better structure and with the idea in mind to use  nogc 
 wherever possible.
Cool, thanks for Dgame.
Feb 21 2015
parent reply "Gan" <avisaria me.com> writes:
On Sunday, 22 February 2015 at 01:56:59 UTC, amber wrote:
 On Saturday, 21 February 2015 at 14:43:57 UTC, Namespace wrote:
 Today I registered Dgame on DUB. Since I do not currently have 
 much time (I'm currently in my exams period) I hope I did 
 everything right. Let me know if not and what could be 
 improved.

 Since I left D a while ago, Dgame was also not maintained, but 
 thanks to your demand I will maintain Dgame again. The current 
 goal is to register Dgame successful on DUB. The next goal 
 would be to adapt the webpage and the installation chapter and 
 to re-register the domain dgame.dev.de
 After that (and after my hopefully successful exams) I will 
 rebuild Dgame from scratch with the goal of a more consistent 
 and better structure and with the idea in mind to use  nogc 
 wherever possible.
Cool, thanks for Dgame.
I can't seem to build a program with just the main method with DGame on DUB. Error: Building: game (Default) Performing main compilation... /usr/local/bin/dub build "game" "--build=debug" Building package spacecraft in /Users/Matt/DGame Test/ Package dsfml can be installed with version ~master. Package dgame can be upgraded from ~master to 0.4.0. Use "dub upgrade" to perform those changes. WARNING: A deprecated branch based version specification is used for the dependency dgame. Please use numbered versions instead. Also note that you can still use the dub.selections.json file to override a certain dependency to use a branch instead. Building derelict-util 1.9.1 configuration "library", build type debug. Running dmd... Error: unrecognized switch '-version=0.4.0' FAIL ../.dub/packages/derelict-util-1.9.1/.dub/build/library-debug-posix.osx-x86_64-dmd_2066-E0DFCC872C8A9 5E0383C82BBC088A37/ DerelictUtil staticLibrary Error executing command build: dmd failed with exit code 1. Exit code 2 Build complete -- 1 error, 0 warnings ---------------------- Done ---------------------- Build: 1 error, 0 warnings dub.json: { "name": "game", "description": "game", "dependencies": { "dgame": "~master" } }
Feb 21 2015
next sibling parent reply "Jack" <Jackoz530 gmail.com> writes:
On Sunday, 22 February 2015 at 05:43:19 UTC, Gan wrote:
 On Sunday, 22 February 2015 at 01:56:59 UTC, amber wrote:
 On Saturday, 21 February 2015 at 14:43:57 UTC, Namespace wrote:
 Today I registered Dgame on DUB. Since I do not currently 
 have much time (I'm currently in my exams period) I hope I 
 did everything right. Let me know if not and what could be 
 improved.

 Since I left D a while ago, Dgame was also not maintained, 
 but thanks to your demand I will maintain Dgame again. The 
 current goal is to register Dgame successful on DUB. The next 
 goal would be to adapt the webpage and the installation 
 chapter and to re-register the domain dgame.dev.de
 After that (and after my hopefully successful exams) I will 
 rebuild Dgame from scratch with the goal of a more consistent 
 and better structure and with the idea in mind to use  nogc 
 wherever possible.
Cool, thanks for Dgame.
I can't seem to build a program with just the main method with DGame on DUB. Error: Building: game (Default) Performing main compilation... /usr/local/bin/dub build "game" "--build=debug" Building package spacecraft in /Users/Matt/DGame Test/ Package dsfml can be installed with version ~master. Package dgame can be upgraded from ~master to 0.4.0. Use "dub upgrade" to perform those changes. WARNING: A deprecated branch based version specification is used for the dependency dgame. Please use numbered versions instead. Also note that you can still use the dub.selections.json file to override a certain dependency to use a branch instead. Building derelict-util 1.9.1 configuration "library", build type debug. Running dmd... Error: unrecognized switch '-version=0.4.0' FAIL ../.dub/packages/derelict-util-1.9.1/.dub/build/library-debug-posix.osx-x86_64-dmd_2066-E0DFCC872C8A9 5E0383C82BBC088A37/ DerelictUtil staticLibrary Error executing command build: dmd failed with exit code 1. Exit code 2 Build complete -- 1 error, 0 warnings ---------------------- Done ---------------------- Build: 1 error, 0 warnings dub.json: { "name": "game", "description": "game", "dependencies": { "dgame": "~master" } }
Having this problem too. dub.json: { "name": "game", "description": "game", "dependencies": { "dgame": "~>0.4.0" } }
Feb 22 2015
parent "amber" <amber.swan gmail.com> writes:
On Sunday, 22 February 2015 at 08:26:16 UTC, Jack wrote:
 On Sunday, 22 February 2015 at 05:43:19 UTC, Gan wrote:
 On Sunday, 22 February 2015 at 01:56:59 UTC, amber wrote:
 On Saturday, 21 February 2015 at 14:43:57 UTC, Namespace 
 wrote:
 Today I registered Dgame on DUB. Since I do not currently 
 have much time (I'm currently in my exams period) I hope I 
 did everything right. Let me know if not and what could be 
 improved.

 Since I left D a while ago, Dgame was also not maintained, 
 but thanks to your demand I will maintain Dgame again. The 
 current goal is to register Dgame successful on DUB. The 
 next goal would be to adapt the webpage and the installation 
 chapter and to re-register the domain dgame.dev.de
 After that (and after my hopefully successful exams) I will 
 rebuild Dgame from scratch with the goal of a more 
 consistent and better structure and with the idea in mind to 
 use  nogc wherever possible.
Cool, thanks for Dgame.
I can't seem to build a program with just the main method with DGame on DUB. Error: Building: game (Default) Performing main compilation... /usr/local/bin/dub build "game" "--build=debug" Building package spacecraft in /Users/Matt/DGame Test/ Package dsfml can be installed with version ~master. Package dgame can be upgraded from ~master to 0.4.0. Use "dub upgrade" to perform those changes. WARNING: A deprecated branch based version specification is used for the dependency dgame. Please use numbered versions instead. Also note that you can still use the dub.selections.json file to override a certain dependency to use a branch instead. Building derelict-util 1.9.1 configuration "library", build type debug. Running dmd... Error: unrecognized switch '-version=0.4.0' FAIL ../.dub/packages/derelict-util-1.9.1/.dub/build/library-debug-posix.osx-x86_64-dmd_2066-E0DFCC872C8A9 5E0383C82BBC088A37/ DerelictUtil staticLibrary Error executing command build: dmd failed with exit code 1. Exit code 2 Build complete -- 1 error, 0 warnings ---------------------- Done ---------------------- Build: 1 error, 0 warnings dub.json: { "name": "game", "description": "game", "dependencies": { "dgame": "~master" } }
Having this problem too. dub.json: { "name": "game", "description": "game", "dependencies": { "dgame": "~>0.4.0" } }
I tried to post this earlier but it didn't go through for some reason... I had the same problem and went to github to report the issue but it's already there with a PR pending. It's a one-line fix. so I manually copied what the PR does and it is now working for me. I had to edit the dub.json file in the Dgame package (under ~/.dub/packages) and remove the "versions":["0.4.0"] line. Saved the file and rebuilt my own app. All good :) /amber
Feb 22 2015
prev sibling parent reply Mike Parker <aldacron gmail.com> writes:
On 2/22/2015 2:43 PM, Gan wrote:

 dub.json:
 {
      "name": "game",
      "description": "game",
      "dependencies":
      {
          "dgame": "~master"
      }
 }
First, you need to change your dependency to something like this: "dependencies":
      {
          "dgame": "~>0.4.0"
      }
Or you can use ==0.4.0, or >=0.4.0. Just don't use branch-based dependencies anymore (like ~master) as those are deprecated. Second, there's a bug in Dgame's dub.json, which is causing compilation to error out. I'll post a PR for it.
Feb 22 2015
parent reply "Namespace" <rswhite4 gmail.com> writes:
On Sunday, 22 February 2015 at 09:05:16 UTC, Mike Parker wrote:
 On 2/22/2015 2:43 PM, Gan wrote:

 dub.json:
 {
     "name": "game",
     "description": "game",
     "dependencies":
     {
         "dgame": "~master"
     }
 }
First, you need to change your dependency to something like this: "dependencies":
      {
          "dgame": "~>0.4.0"
      }
Or you can use ==0.4.0, or >=0.4.0. Just don't use branch-based dependencies anymore (like ~master) as those are deprecated. Second, there's a bug in Dgame's dub.json, which is causing compilation to error out. I'll post a PR for it.
I have the PR merged, the problem should be fixed now. Thanks to you and growlercab.
Feb 22 2015
parent reply "Gan" <avisaria me.com> writes:
On Sunday, 22 February 2015 at 09:30:10 UTC, Namespace wrote:
 On Sunday, 22 February 2015 at 09:05:16 UTC, Mike Parker wrote:
 On 2/22/2015 2:43 PM, Gan wrote:

 dub.json:
 {
    "name": "game",
    "description": "game",
    "dependencies":
    {
        "dgame": "~master"
    }
 }
First, you need to change your dependency to something like this: "dependencies":
     {
         "dgame": "~>0.4.0"
     }
Or you can use ==0.4.0, or >=0.4.0. Just don't use branch-based dependencies anymore (like ~master) as those are deprecated. Second, there's a bug in Dgame's dub.json, which is causing compilation to error out. I'll post a PR for it.
I have the PR merged, the problem should be fixed now. Thanks to you and growlercab.
Now it builds though crashes on run with this error: init openAL derelict.util.exception.SharedLibLoadException ../../.dub/packages/derelict-util-1.9.1/source/derelict/u il/exception.d(35): Failed to load one or more shared libraries: libogg.dylib - dlopen(libogg.dylib, 2): image not found libogg.0.dylib - dlopen(libogg.0.dylib, 2): image not found Error executing command run: Program exited with code 1 Press any key to continue...
Feb 22 2015
next sibling parent reply "amber" <amber.swan gmail.com> writes:
On Sunday, 22 February 2015 at 20:42:20 UTC, Gan wrote:
 On Sunday, 22 February 2015 at 09:30:10 UTC, Namespace wrote:
 On Sunday, 22 February 2015 at 09:05:16 UTC, Mike Parker wrote:
 On 2/22/2015 2:43 PM, Gan wrote:

 dub.json:
 {
   "name": "game",
   "description": "game",
   "dependencies":
   {
       "dgame": "~master"
   }
 }
First, you need to change your dependency to something like this: "dependencies":
    {
        "dgame": "~>0.4.0"
    }
Or you can use ==0.4.0, or >=0.4.0. Just don't use branch-based dependencies anymore (like ~master) as those are deprecated. Second, there's a bug in Dgame's dub.json, which is causing compilation to error out. I'll post a PR for it.
I have the PR merged, the problem should be fixed now. Thanks to you and growlercab.
Now it builds though crashes on run with this error: init openAL derelict.util.exception.SharedLibLoadException ../../.dub/packages/derelict-util-1.9.1/source/derelict/u il/exception.d(35): Failed to load one or more shared libraries: libogg.dylib - dlopen(libogg.dylib, 2): image not found libogg.0.dylib - dlopen(libogg.0.dylib, 2): image not found Error executing command run: Program exited with code 1 Press any key to continue...
I think you need to install the ogg libraries. Derelict, which Dgame uses, only provides bindings to the C/C++ libraries. You still need to get the those libraries for things to work. Sorry I cannot help more. On linux it's just a matter of using the pkg manager (apt, pacman, yum etc.) On MAC I have not idea. I can confirm Dgame 0.4.1 is now working on Linux (Debian x86_64) after I did a dub upgrade. Thanks, amber
Feb 22 2015
next sibling parent reply "Foo" <Foo test.de> writes:
 I think you need to install the ogg libraries. Derelict, which 
 Dgame uses, only provides bindings to the C/C++ libraries. You 
 still need to get the those libraries for things to work.

 Sorry I cannot help more. On linux it's just a matter of using 
 the pkg manager (apt, pacman, yum etc.) On MAC I have not idea.


 I can confirm Dgame 0.4.1 is now working on Linux (Debian 
 x86_64) after I did a dub upgrade.

 Thanks,
 amber
That is nice to hear. It works for me on Windows 8.1. Someone with a Mac here?
Feb 22 2015
parent reply "John Colvin" <john.loughran.colvin gmail.com> writes:
On Sunday, 22 February 2015 at 21:34:03 UTC, Foo wrote:
 I think you need to install the ogg libraries. Derelict, which 
 Dgame uses, only provides bindings to the C/C++ libraries. You 
 still need to get the those libraries for things to work.

 Sorry I cannot help more. On linux it's just a matter of using 
 the pkg manager (apt, pacman, yum etc.) On MAC I have not idea.


 I can confirm Dgame 0.4.1 is now working on Linux (Debian 
 x86_64) after I did a dub upgrade.

 Thanks,
 amber
That is nice to hear. It works for me on Windows 8.1. Someone with a Mac here?
I'll try tomorrow if no-one else has.
Feb 22 2015
parent reply "Gan" <avisaria me.com> writes:
On Sunday, 22 February 2015 at 21:58:13 UTC, John Colvin wrote:
 On Sunday, 22 February 2015 at 21:34:03 UTC, Foo wrote:
 I think you need to install the ogg libraries. Derelict, 
 which Dgame uses, only provides bindings to the C/C++ 
 libraries. You still need to get the those libraries for 
 things to work.

 Sorry I cannot help more. On linux it's just a matter of 
 using the pkg manager (apt, pacman, yum etc.) On MAC I have 
 not idea.


 I can confirm Dgame 0.4.1 is now working on Linux (Debian 
 x86_64) after I did a dub upgrade.

 Thanks,
 amber
That is nice to hear. It works for me on Windows 8.1. Someone with a Mac here?
I'll try tomorrow if no-one else has.
I have a Mac. OS Yosemite 10.10. Macbook Pro 2011. Intel HD 3000, 16gb of ram, i5 CPU. When I run one of your Dgame tutorials I get this error: Derelict loaded GL version: GL21 (GL21), available GL version: 2.1 INTEL-10.0.22 object.Exception ../.dub/packages/dgame-0.4.1/Window/Window.d(144): Your OpenGL version (21) is too low. Need at least GL 3.0.
Feb 22 2015
parent reply "Namespace" <rswhite4 gmail.com> writes:
On Sunday, 22 February 2015 at 22:24:59 UTC, Gan wrote:
 On Sunday, 22 February 2015 at 21:58:13 UTC, John Colvin wrote:
 On Sunday, 22 February 2015 at 21:34:03 UTC, Foo wrote:
 I think you need to install the ogg libraries. Derelict, 
 which Dgame uses, only provides bindings to the C/C++ 
 libraries. You still need to get the those libraries for 
 things to work.

 Sorry I cannot help more. On linux it's just a matter of 
 using the pkg manager (apt, pacman, yum etc.) On MAC I have 
 not idea.


 I can confirm Dgame 0.4.1 is now working on Linux (Debian 
 x86_64) after I did a dub upgrade.

 Thanks,
 amber
That is nice to hear. It works for me on Windows 8.1. Someone with a Mac here?
I'll try tomorrow if no-one else has.
I have a Mac. OS Yosemite 10.10. Macbook Pro 2011. Intel HD 3000, 16gb of ram, i5 CPU. When I run one of your Dgame tutorials I get this error: Derelict loaded GL version: GL21 (GL21), available GL version: 2.1 INTEL-10.0.22 object.Exception ../.dub/packages/dgame-0.4.1/Window/Window.d(144): Your OpenGL version (21) is too low. Need at least GL 3.0.
That is strange. Every PC should be be capable to launch at least OpenGL 3.0. Did you try to update your graphic driver?
Feb 22 2015
parent reply "Gan" <avisaria me.com> writes:
On Sunday, 22 February 2015 at 22:29:53 UTC, Namespace wrote:
 On Sunday, 22 February 2015 at 22:24:59 UTC, Gan wrote:
 On Sunday, 22 February 2015 at 21:58:13 UTC, John Colvin wrote:
 On Sunday, 22 February 2015 at 21:34:03 UTC, Foo wrote:
 I think you need to install the ogg libraries. Derelict, 
 which Dgame uses, only provides bindings to the C/C++ 
 libraries. You still need to get the those libraries for 
 things to work.

 Sorry I cannot help more. On linux it's just a matter of 
 using the pkg manager (apt, pacman, yum etc.) On MAC I have 
 not idea.


 I can confirm Dgame 0.4.1 is now working on Linux (Debian 
 x86_64) after I did a dub upgrade.

 Thanks,
 amber
That is nice to hear. It works for me on Windows 8.1. Someone with a Mac here?
I'll try tomorrow if no-one else has.
I have a Mac. OS Yosemite 10.10. Macbook Pro 2011. Intel HD 3000, 16gb of ram, i5 CPU. When I run one of your Dgame tutorials I get this error: Derelict loaded GL version: GL21 (GL21), available GL version: 2.1 INTEL-10.0.22 object.Exception ../.dub/packages/dgame-0.4.1/Window/Window.d(144): Your OpenGL version (21) is too low. Need at least GL 3.0.
That is strange. Every PC should be be capable to launch at least OpenGL 3.0. Did you try to update your graphic driver?
You can't really upgrade your graphics driver on a mac.
Feb 22 2015
next sibling parent reply "Gan" <avisaria me.com> writes:
On Sunday, 22 February 2015 at 22:32:44 UTC, Gan wrote:
 On Sunday, 22 February 2015 at 22:29:53 UTC, Namespace wrote:
 On Sunday, 22 February 2015 at 22:24:59 UTC, Gan wrote:
 On Sunday, 22 February 2015 at 21:58:13 UTC, John Colvin 
 wrote:
 On Sunday, 22 February 2015 at 21:34:03 UTC, Foo wrote:
 I think you need to install the ogg libraries. Derelict, 
 which Dgame uses, only provides bindings to the C/C++ 
 libraries. You still need to get the those libraries for 
 things to work.

 Sorry I cannot help more. On linux it's just a matter of 
 using the pkg manager (apt, pacman, yum etc.) On MAC I 
 have not idea.


 I can confirm Dgame 0.4.1 is now working on Linux (Debian 
 x86_64) after I did a dub upgrade.

 Thanks,
 amber
That is nice to hear. It works for me on Windows 8.1. Someone with a Mac here?
I'll try tomorrow if no-one else has.
I have a Mac. OS Yosemite 10.10. Macbook Pro 2011. Intel HD 3000, 16gb of ram, i5 CPU. When I run one of your Dgame tutorials I get this error: Derelict loaded GL version: GL21 (GL21), available GL version: 2.1 INTEL-10.0.22 object.Exception ../.dub/packages/dgame-0.4.1/Window/Window.d(144): Your OpenGL version (21) is too low. Need at least GL 3.0.
That is strange. Every PC should be be capable to launch at least OpenGL 3.0. Did you try to update your graphic driver?
You can't really upgrade your graphics driver on a mac.
Stackoverflow says it is possible. One guy's fix was something like: glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); Cause apparently it supports it.
Feb 22 2015
next sibling parent reply "Namespace" <rswhite4 gmail.com> writes:
 Stackoverflow says it is possible. One guy's fix was something 
 like:
 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
 glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

 Cause apparently it supports it.
Ok, you could try to use something identical in the Window constructor: https://github.com/Dgame/Dgame/blob/master/Window/Window.d#L124 ---- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); ----
Feb 22 2015
parent "Gan" <avisaria me.com> writes:
On Sunday, 22 February 2015 at 22:49:16 UTC, Namespace wrote:
 Stackoverflow says it is possible. One guy's fix was something 
 like:
 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
 glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

 Cause apparently it supports it.
Ok, you could try to use something identical in the Window constructor: https://github.com/Dgame/Dgame/blob/master/Window/Window.d#L124 ---- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); ----
Adding these lines before window creation make it load up to OpenGL 3.3: SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); It runs now except it only displays a white screen. I'm testing your shapes tutorial.
Feb 22 2015
prev sibling parent reply Rikki Cattermole <alphaglosined gmail.com> writes:
On 23/02/2015 11:33 a.m., Gan wrote:
 On Sunday, 22 February 2015 at 22:32:44 UTC, Gan wrote:
 On Sunday, 22 February 2015 at 22:29:53 UTC, Namespace wrote:
 On Sunday, 22 February 2015 at 22:24:59 UTC, Gan wrote:
 On Sunday, 22 February 2015 at 21:58:13 UTC, John Colvin wrote:
 On Sunday, 22 February 2015 at 21:34:03 UTC, Foo wrote:
 I think you need to install the ogg libraries. Derelict, which
 Dgame uses, only provides bindings to the C/C++ libraries. You
 still need to get the those libraries for things to work.

 Sorry I cannot help more. On linux it's just a matter of using
 the pkg manager (apt, pacman, yum etc.) On MAC I have not idea.


 I can confirm Dgame 0.4.1 is now working on Linux (Debian x86_64)
 after I did a dub upgrade.

 Thanks,
 amber
That is nice to hear. It works for me on Windows 8.1. Someone with a Mac here?
I'll try tomorrow if no-one else has.
I have a Mac. OS Yosemite 10.10. Macbook Pro 2011. Intel HD 3000, 16gb of ram, i5 CPU. When I run one of your Dgame tutorials I get this error: Derelict loaded GL version: GL21 (GL21), available GL version: 2.1 INTEL-10.0.22 object.Exception ../.dub/packages/dgame-0.4.1/Window/Window.d(144): Your OpenGL version (21) is too low. Need at least GL 3.0.
That is strange. Every PC should be be capable to launch at least OpenGL 3.0. Did you try to update your graphic driver?
You can't really upgrade your graphics driver on a mac.
Stackoverflow says it is possible. One guy's fix was something like: glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); Cause apparently it supports it.
On OSX you can load either "legacy" version of OpenGL so 1.x/2.x or 3.x+. Not both. I found this out for Devisualization.Window. Most likely dgame by default is loading it in legacy mode.
Feb 22 2015
next sibling parent reply "Gan" <avisaria me.com> writes:
On Monday, 23 February 2015 at 00:36:49 UTC, Rikki Cattermole 
wrote:
 On 23/02/2015 11:33 a.m., Gan wrote:
 On Sunday, 22 February 2015 at 22:32:44 UTC, Gan wrote:
 On Sunday, 22 February 2015 at 22:29:53 UTC, Namespace wrote:
 On Sunday, 22 February 2015 at 22:24:59 UTC, Gan wrote:
 On Sunday, 22 February 2015 at 21:58:13 UTC, John Colvin 
 wrote:
 On Sunday, 22 February 2015 at 21:34:03 UTC, Foo wrote:
 I think you need to install the ogg libraries. Derelict, 
 which
 Dgame uses, only provides bindings to the C/C++ 
 libraries. You
 still need to get the those libraries for things to work.

 Sorry I cannot help more. On linux it's just a matter of 
 using
 the pkg manager (apt, pacman, yum etc.) On MAC I have 
 not idea.


 I can confirm Dgame 0.4.1 is now working on Linux 
 (Debian x86_64)
 after I did a dub upgrade.

 Thanks,
 amber
That is nice to hear. It works for me on Windows 8.1. Someone with a Mac here?
I'll try tomorrow if no-one else has.
I have a Mac. OS Yosemite 10.10. Macbook Pro 2011. Intel HD 3000, 16gb of ram, i5 CPU. When I run one of your Dgame tutorials I get this error: Derelict loaded GL version: GL21 (GL21), available GL version: 2.1 INTEL-10.0.22 object.Exception ../.dub/packages/dgame-0.4.1/Window/Window.d(144): Your OpenGL version (21) is too low. Need at least GL 3.0.
That is strange. Every PC should be be capable to launch at least OpenGL 3.0. Did you try to update your graphic driver?
You can't really upgrade your graphics driver on a mac.
Stackoverflow says it is possible. One guy's fix was something like: glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); Cause apparently it supports it.
On OSX you can load either "legacy" version of OpenGL so 1.x/2.x or 3.x+. Not both. I found this out for Devisualization.Window. Most likely dgame by default is loading it in legacy mode.
Text tutorial doesn't work either on Mac. Just a blank white screen.
Feb 22 2015
parent "Namespace" <rswhite4 gmail.com> writes:
 On OSX you can load either "legacy" version of OpenGL so 
 1.x/2.x or 3.x+. Not both. I found this out for 
 Devisualization.Window. Most likely dgame by default is 
 loading it in legacy mode.
Text tutorial doesn't work either on Mac. Just a blank white screen.
I will look into it this evening.
Feb 22 2015
prev sibling parent reply "Namespace" <rswhite4 gmail.com> writes:
 On OSX you can load either "legacy" version of OpenGL so 
 1.x/2.x or 3.x+. Not both. I found this out for 
 Devisualization.Window. Most likely dgame by default is loading 
 it in legacy mode.
Derelict GL is loading in legacy mode. You have to call 'reload' after creating a valid GL Context to update your OpenGL to the highest possible version. Maybe that doesn't work on Mac?
Feb 22 2015
next sibling parent Rikki Cattermole <alphaglosined gmail.com> writes:
On 23/02/2015 8:01 p.m., Namespace wrote:
 On OSX you can load either "legacy" version of OpenGL so 1.x/2.x or
 3.x+. Not both. I found this out for Devisualization.Window. Most
 likely dgame by default is loading it in legacy mode.
Derelict GL is loading in legacy mode. You have to call 'reload' after creating a valid GL Context to update your OpenGL to the highest possible version. Maybe that doesn't work on Mac?
This does work on OSX. Again Devisualization.Window supports OpenGL context creation for both "legacy" and non "legacy". It is just dependent upon what you specify as the version to load when creating the context that matters.
Feb 22 2015
prev sibling parent reply Mike Parker <aldacron gmail.com> writes:
On 2/23/2015 4:01 PM, Namespace wrote:
 On OSX you can load either "legacy" version of OpenGL so 1.x/2.x or
 3.x+. Not both. I found this out for Devisualization.Window. Most
 likely dgame by default is loading it in legacy mode.
Derelict GL is loading in legacy mode. You have to call 'reload' after creating a valid GL Context to update your OpenGL to the highest possible version. Maybe that doesn't work on Mac?
load will pull in 1.1 functions only, nothing more. reload will load in whatever is supported by the current context. So if your context only supports 2.1, only functions up to 2.1 will be loaded. One of the earlier posts showed what needs to be done on Mac to get a 3.x context. In SDL, that means the following: ``` SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); ```
Feb 23 2015
parent reply "Namespace" <rswhite4 gmail.com> writes:
On Monday, 23 February 2015 at 10:10:17 UTC, Mike Parker wrote:
 On 2/23/2015 4:01 PM, Namespace wrote:
 On OSX you can load either "legacy" version of OpenGL so 
 1.x/2.x or
 3.x+. Not both. I found this out for Devisualization.Window. 
 Most
 likely dgame by default is loading it in legacy mode.
Derelict GL is loading in legacy mode. You have to call 'reload' after creating a valid GL Context to update your OpenGL to the highest possible version. Maybe that doesn't work on Mac?
load will pull in 1.1 functions only, nothing more. reload will load in whatever is supported by the current context. So if your context only supports 2.1, only functions up to 2.1 will be loaded. One of the earlier posts showed what needs to be done on Mac to get a 3.x context. In SDL, that means the following: ``` SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
Yes, that was my suggestion. But now where you confirm it, I'll add it.
Feb 23 2015
parent reply "Namespace" <rswhite4 gmail.com> writes:
 load will pull in 1.1 functions only, nothing more. reload 
 will load in whatever is supported by the current context. So 
 if your context only supports 2.1, only functions up to 2.1 
 will be loaded. One of the earlier posts showed what needs to 
 be done on Mac to get a 3.x context. In SDL, that means the 
 following:

 ```
 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, 
 SDL_GL_CONTEXT_PROFILE_CORE);
 SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 
 SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
Yes, that was my suggestion. But now where you confirm it, I'll add it.
Added
Feb 23 2015
parent reply "Gan" <avisaria me.com> writes:
On Monday, 23 February 2015 at 16:03:47 UTC, Namespace wrote:
 load will pull in 1.1 functions only, nothing more. reload 
 will load in whatever is supported by the current context. So 
 if your context only supports 2.1, only functions up to 2.1 
 will be loaded. One of the earlier posts showed what needs to 
 be done on Mac to get a 3.x context. In SDL, that means the 
 following:

 ```
 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, 
 SDL_GL_CONTEXT_PROFILE_CORE);
 SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 
 SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
Yes, that was my suggestion. But now where you confirm it, I'll add it.
Added
Doesn't work. Still gives the same OpenGL too low error. I think you need to place the lines SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); before window creation.
Feb 23 2015
next sibling parent reply "Namespace" <rswhite4 gmail.com> writes:
 Doesn't work. Still gives the same OpenGL too low error. I 
 think you need to place the lines
 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
 			SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
 			SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, 
 SDL_GL_CONTEXT_PROFILE_CORE);
 			SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 
 SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);

 before window creation.
Could you try it and say if it helps?
Feb 23 2015
parent "Gan" <avisaria me.com> writes:
On Monday, 23 February 2015 at 23:24:02 UTC, Namespace wrote:
 Doesn't work. Still gives the same OpenGL too low error. I 
 think you need to place the lines
 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
 			SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
 			SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, 
 SDL_GL_CONTEXT_PROFILE_CORE);
 			SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 
 SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);

 before window creation.
Could you try it and say if it helps?
Placing the lines before window creation actually allows it to run on a Mac. Though there's still the error of blank white screen: http://cl.ly/image/382C28363U41
Feb 23 2015
prev sibling parent reply Mike Parker <aldacron gmail.com> writes:
On 2/24/2015 8:18 AM, Gan wrote:

 Doesn't work. Still gives the same OpenGL too low error. I think you
 need to place the lines
 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
              SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
              SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
 SDL_GL_CONTEXT_PROFILE_CORE);
              SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS,
 SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);

 before window creation.
Yes. All SDL_GL_SetAttributes must be called before window creation for them to have any effect. I thought that was already understood.
Feb 23 2015
next sibling parent "Gan" <avisaria me.com> writes:
On Tuesday, 24 February 2015 at 00:53:49 UTC, Mike Parker wrote:
 On 2/24/2015 8:18 AM, Gan wrote:

 Doesn't work. Still gives the same OpenGL too low error. I 
 think you
 need to place the lines
 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
             SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 
 3);
             SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
 SDL_GL_CONTEXT_PROFILE_CORE);
             SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS,
 SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);

 before window creation.
Yes. All SDL_GL_SetAttributes must be called before window creation for them to have any effect. I thought that was already understood.
Currently on the repo, these lines are after the window creation. That needs changed.
Feb 23 2015
prev sibling parent reply "Namespace" <rswhite4 gmail.com> writes:
On Tuesday, 24 February 2015 at 00:53:49 UTC, Mike Parker wrote:
 On 2/24/2015 8:18 AM, Gan wrote:

 Doesn't work. Still gives the same OpenGL too low error. I 
 think you
 need to place the lines
 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
             SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 
 3);
             SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
 SDL_GL_CONTEXT_PROFILE_CORE);
             SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS,
 SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);

 before window creation.
Yes. All SDL_GL_SetAttributes must be called before window creation for them to have any effect. I thought that was already understood.
You sound a little rude. :D I thought that must precede the GLContext. That made the most sense to me. I will change it. ;)
Feb 24 2015
parent reply "Namespace" <rswhite4 gmail.com> writes:
On Tuesday, 24 February 2015 at 09:07:19 UTC, Namespace wrote:
 On Tuesday, 24 February 2015 at 00:53:49 UTC, Mike Parker wrote:
 On 2/24/2015 8:18 AM, Gan wrote:

 Doesn't work. Still gives the same OpenGL too low error. I 
 think you
 need to place the lines
 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
            SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 
 3);
            SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
 SDL_GL_CONTEXT_PROFILE_CORE);
            SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS,
 SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);

 before window creation.
Yes. All SDL_GL_SetAttributes must be called before window creation for them to have any effect. I thought that was already understood.
You sound a little rude. :D I thought that must precede the GLContext. That made the most sense to me. I will change it. ;)
It semms there is a problem with ma DUB package: ---- Branch ~beta: Got JSON of type undefined, expected object. Branch ~tune: Got JSON of type undefined, expected object. ---- I deleted these branches, drafted a new tag and tried to trigger a manual update, but nothing happens.
Feb 24 2015
parent reply "Gan" <avisaria me.com> writes:
On Tuesday, 24 February 2015 at 09:24:17 UTC, Namespace wrote:
 On Tuesday, 24 February 2015 at 09:07:19 UTC, Namespace wrote:
 On Tuesday, 24 February 2015 at 00:53:49 UTC, Mike Parker 
 wrote:
 On 2/24/2015 8:18 AM, Gan wrote:

 Doesn't work. Still gives the same OpenGL too low error. I 
 think you
 need to place the lines
 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
           SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 
 3);
           SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
 SDL_GL_CONTEXT_PROFILE_CORE);
           SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS,
 SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);

 before window creation.
Yes. All SDL_GL_SetAttributes must be called before window creation for them to have any effect. I thought that was already understood.
You sound a little rude. :D I thought that must precede the GLContext. That made the most sense to me. I will change it. ;)
It semms there is a problem with ma DUB package: ---- Branch ~beta: Got JSON of type undefined, expected object. Branch ~tune: Got JSON of type undefined, expected object. ---- I deleted these branches, drafted a new tag and tried to trigger a manual update, but nothing happens.
I had to force dub to upgrade in order for it to pull the latest code from the master branch. But on the plus side it runs. On the downside it still only displays a blank white screen for Mac users.
Feb 24 2015
next sibling parent reply "Namespace" <rswhite4 gmail.com> writes:
On Tuesday, 24 February 2015 at 09:56:56 UTC, Gan wrote:
 On Tuesday, 24 February 2015 at 09:24:17 UTC, Namespace wrote:
 On Tuesday, 24 February 2015 at 09:07:19 UTC, Namespace wrote:
 On Tuesday, 24 February 2015 at 00:53:49 UTC, Mike Parker 
 wrote:
 On 2/24/2015 8:18 AM, Gan wrote:

 Doesn't work. Still gives the same OpenGL too low error. I 
 think you
 need to place the lines
 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
          SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 
 3);
          SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
 SDL_GL_CONTEXT_PROFILE_CORE);
          SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS,
 SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);

 before window creation.
Yes. All SDL_GL_SetAttributes must be called before window creation for them to have any effect. I thought that was already understood.
You sound a little rude. :D I thought that must precede the GLContext. That made the most sense to me. I will change it. ;)
It semms there is a problem with ma DUB package: ---- Branch ~beta: Got JSON of type undefined, expected object. Branch ~tune: Got JSON of type undefined, expected object. ---- I deleted these branches, drafted a new tag and tried to trigger a manual update, but nothing happens.
I had to force dub to upgrade in order for it to pull the latest code from the master branch. But on the plus side it runs. On the downside it still only displays a blank white screen for Mac users.
Yeah, that is really strange. For all tutorials? I have already started on the weekend to begin Dgame 0.5 and revise the whole. So that's at least a glimmer of hope.
Feb 24 2015
parent reply "stewarth" <growlercab gmail.com> writes:
On Tuesday, 24 February 2015 at 10:01:11 UTC, Namespace wrote:
 On Tuesday, 24 February 2015 at 09:56:56 UTC, Gan wrote:
 On Tuesday, 24 February 2015 at 09:24:17 UTC, Namespace wrote:
 On Tuesday, 24 February 2015 at 09:07:19 UTC, Namespace wrote:
 On Tuesday, 24 February 2015 at 00:53:49 UTC, Mike Parker 
 wrote:
 On 2/24/2015 8:18 AM, Gan wrote:

 Doesn't work. Still gives the same OpenGL too low error. I 
 think you
 need to place the lines
 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
         SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 
 3);
         SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
 SDL_GL_CONTEXT_PROFILE_CORE);
         SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS,
 SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);

 before window creation.
Yes. All SDL_GL_SetAttributes must be called before window creation for them to have any effect. I thought that was already understood.
You sound a little rude. :D I thought that must precede the GLContext. That made the most sense to me. I will change it. ;)
It semms there is a problem with ma DUB package: ---- Branch ~beta: Got JSON of type undefined, expected object. Branch ~tune: Got JSON of type undefined, expected object. ---- I deleted these branches, drafted a new tag and tried to trigger a manual update, but nothing happens.
I had to force dub to upgrade in order for it to pull the latest code from the master branch. But on the plus side it runs. On the downside it still only displays a blank white screen for Mac users.
Yeah, that is really strange. For all tutorials? I have already started on the weekend to begin Dgame 0.5 and revise the whole. So that's at least a glimmer of hope.
Try commenting out this line: SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG) According to the opengl.org wiki this flag should not be used except in GL 3.0 and was made redundant in GL 3.1. The code snippet above is trying to set MAJOR.MINOR as GL 3.3. I just had an issue on Linux with a blank screen. Commenting out this line resolved the issue. Cheers, stew
Feb 24 2015
parent "Namespace" <rswhite4 gmail.com> writes:
 Try commenting out this line:

 SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 
 SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG)

 According to the opengl.org wiki this flag should not be used 
 except in GL 3.0 and was made redundant in GL 3.1. The code 
 snippet above is trying to set MAJOR.MINOR as GL 3.3.

 I just had an issue on Linux with a blank screen. Commenting 
 out this line resolved the issue.

 Cheers,
 stew
Many Thanks. I didn't even know that.
Feb 24 2015
prev sibling parent reply "Namespace" <rswhite4 gmail.com> writes:
 I had to force dub to upgrade in order for it to pull the 
 latest code from the master branch.

 But on the plus side it runs.

 On the downside it still only displays a blank white screen for 
 Mac users.
As growlercab pointed out (https://github.com/Dgame/Dgame/pull/29), I think also that you should set the Version to 3.2 rather than 3.0. Could you give it a try and say if that works for you?
Feb 24 2015
parent reply "Gan" <avisaria me.com> writes:
On Tuesday, 24 February 2015 at 16:28:59 UTC, Namespace wrote:
 I had to force dub to upgrade in order for it to pull the 
 latest code from the master branch.

 But on the plus side it runs.

 On the downside it still only displays a blank white screen 
 for Mac users.
As growlercab pointed out (https://github.com/Dgame/Dgame/pull/29), I think also that you should set the Version to 3.2 rather than 3.0. Could you give it a try and say if that works for you?
No dice. Running the shapes tutorial again, just a blank screen. Console output looks good though: init openAL Derelict loaded GL version: GL33 (GL33), available GL version: 3.3 INTEL-10.0.22 Quit Event Finalize Sound (0) >> Sound Finalized Text: Finalize Font Font finalized Close open Windows. Open Windows closed. Finalize Texture (0) >> Texture Finalized quit sdl
Feb 24 2015
parent reply "stewarth" <growlercab gmail.com> writes:
On Tuesday, 24 February 2015 at 19:32:08 UTC, Gan wrote:
 On Tuesday, 24 February 2015 at 16:28:59 UTC, Namespace wrote:
 I had to force dub to upgrade in order for it to pull the 
 latest code from the master branch.

 But on the plus side it runs.

 On the downside it still only displays a blank white screen 
 for Mac users.
As growlercab pointed out (https://github.com/Dgame/Dgame/pull/29), I think also that you should set the Version to 3.2 rather than 3.0. Could you give it a try and say if that works for you?
No dice. Running the shapes tutorial again, just a blank screen. Console output looks good though: init openAL Derelict loaded GL version: GL33 (GL33), available GL version: 3.3 INTEL-10.0.22 Quit Event Finalize Sound (0) >> Sound Finalized Text: Finalize Font Font finalized Close open Windows. Open Windows closed. Finalize Texture (0) >> Texture Finalized quit sdl
Did you try commenting out the line that sets the forward compatibility flag as well? (sorry it isn't clear from the posts) if (style & Style.OpenGL) { SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); /* * SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, * SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); */ } This fixed a similar issue for me on Linux. Cheers, stew
Feb 24 2015
parent reply "Gan" <avisaria me.com> writes:
On Tuesday, 24 February 2015 at 21:07:04 UTC, stewarth wrote:
 On Tuesday, 24 February 2015 at 19:32:08 UTC, Gan wrote:
 On Tuesday, 24 February 2015 at 16:28:59 UTC, Namespace wrote:
 I had to force dub to upgrade in order for it to pull the 
 latest code from the master branch.

 But on the plus side it runs.

 On the downside it still only displays a blank white screen 
 for Mac users.
As growlercab pointed out (https://github.com/Dgame/Dgame/pull/29), I think also that you should set the Version to 3.2 rather than 3.0. Could you give it a try and say if that works for you?
No dice. Running the shapes tutorial again, just a blank screen. Console output looks good though: init openAL Derelict loaded GL version: GL33 (GL33), available GL version: 3.3 INTEL-10.0.22 Quit Event Finalize Sound (0)
 Sound Finalized
Text: Finalize Font Font finalized Close open Windows. Open Windows closed. Finalize Texture (0)
 Texture Finalized
quit sdl
Did you try commenting out the line that sets the forward compatibility flag as well? (sorry it isn't clear from the posts) if (style & Style.OpenGL) { SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); /* * SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, * SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); */ } This fixed a similar issue for me on Linux. Cheers, stew
Yeah I did that, doesn't show anything but a blank white screen.
Feb 24 2015
parent reply "stewarth" <growlercab gmail.com> writes:
On Tuesday, 24 February 2015 at 21:10:53 UTC, Gan wrote:
 On Tuesday, 24 February 2015 at 21:07:04 UTC, stewarth wrote:
 On Tuesday, 24 February 2015 at 19:32:08 UTC, Gan wrote:
 On Tuesday, 24 February 2015 at 16:28:59 UTC, Namespace wrote:
 I had to force dub to upgrade in order for it to pull the 
 latest code from the master branch.

 But on the plus side it runs.

 On the downside it still only displays a blank white screen 
 for Mac users.
As growlercab pointed out (https://github.com/Dgame/Dgame/pull/29), I think also that you should set the Version to 3.2 rather than 3.0. Could you give it a try and say if that works for you?
No dice. Running the shapes tutorial again, just a blank screen. Console output looks good though: init openAL Derelict loaded GL version: GL33 (GL33), available GL version: 3.3 INTEL-10.0.22 Quit Event Finalize Sound (0)
 Sound Finalized
Text: Finalize Font Font finalized Close open Windows. Open Windows closed. Finalize Texture (0)
 Texture Finalized
quit sdl
Did you try commenting out the line that sets the forward compatibility flag as well? (sorry it isn't clear from the posts) if (style & Style.OpenGL) { SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); /* * SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, * SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); */ } This fixed a similar issue for me on Linux. Cheers, stew
Yeah I did that, doesn't show anything but a blank white screen.
OK, thanks for letting me know.
Feb 24 2015
parent reply "Gan" <avisaria me.com> writes:
On Tuesday, 24 February 2015 at 22:03:29 UTC, stewarth wrote:
 On Tuesday, 24 February 2015 at 21:10:53 UTC, Gan wrote:
 On Tuesday, 24 February 2015 at 21:07:04 UTC, stewarth wrote:
 On Tuesday, 24 February 2015 at 19:32:08 UTC, Gan wrote:
 On Tuesday, 24 February 2015 at 16:28:59 UTC, Namespace 
 wrote:
 I had to force dub to upgrade in order for it to pull the 
 latest code from the master branch.

 But on the plus side it runs.

 On the downside it still only displays a blank white 
 screen for Mac users.
As growlercab pointed out (https://github.com/Dgame/Dgame/pull/29), I think also that you should set the Version to 3.2 rather than 3.0. Could you give it a try and say if that works for you?
No dice. Running the shapes tutorial again, just a blank screen. Console output looks good though: init openAL Derelict loaded GL version: GL33 (GL33), available GL version: 3.3 INTEL-10.0.22 Quit Event Finalize Sound (0)
 Sound Finalized
Text: Finalize Font Font finalized Close open Windows. Open Windows closed. Finalize Texture (0)
 Texture Finalized
quit sdl
Did you try commenting out the line that sets the forward compatibility flag as well? (sorry it isn't clear from the posts) if (style & Style.OpenGL) { SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); /* * SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, * SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); */ } This fixed a similar issue for me on Linux. Cheers, stew
Yeah I did that, doesn't show anything but a blank white screen.
OK, thanks for letting me know.
Is there anything more I can test to try to get it working on Mac? Also anyone else have a Mac to test on? I wanna make sure it's not just me getting the blank white screen.
Feb 25 2015
next sibling parent "Namespace" <rswhite4 gmail.com> writes:
 Is there anything more I can test to try to get it working on 
 Mac?
No, sorry, currently I have no clue what's wrong. :/
 Also anyone else have a Mac to test on? I wanna make sure it's 
 not just me getting the blank white screen.
Feb 25 2015
prev sibling parent reply "stewarth" <growlercab gmail.com> writes:
On Wednesday, 25 February 2015 at 15:36:21 UTC, Gan wrote:
 On Tuesday, 24 February 2015 at 22:03:29 UTC, stewarth wrote:
 On Tuesday, 24 February 2015 at 21:10:53 UTC, Gan wrote:
 On Tuesday, 24 February 2015 at 21:07:04 UTC, stewarth wrote:
 On Tuesday, 24 February 2015 at 19:32:08 UTC, Gan wrote:
 On Tuesday, 24 February 2015 at 16:28:59 UTC, Namespace 
 wrote:
 I had to force dub to upgrade in order for it to pull the 
 latest code from the master branch.

 But on the plus side it runs.

 On the downside it still only displays a blank white 
 screen for Mac users.
As growlercab pointed out (https://github.com/Dgame/Dgame/pull/29), I think also that you should set the Version to 3.2 rather than 3.0. Could you give it a try and say if that works for you?
No dice. Running the shapes tutorial again, just a blank screen. Console output looks good though: init openAL Derelict loaded GL version: GL33 (GL33), available GL version: 3.3 INTEL-10.0.22 Quit Event Finalize Sound (0)
 Sound Finalized
Text: Finalize Font Font finalized Close open Windows. Open Windows closed. Finalize Texture (0)
 Texture Finalized
quit sdl
Did you try commenting out the line that sets the forward compatibility flag as well? (sorry it isn't clear from the posts) if (style & Style.OpenGL) { SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); /* * SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, * SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); */ } This fixed a similar issue for me on Linux. Cheers, stew
Yeah I did that, doesn't show anything but a blank white screen.
OK, thanks for letting me know.
Is there anything more I can test to try to get it working on Mac? Also anyone else have a Mac to test on? I wanna make sure it's not just me getting the blank white screen.
Without a MAC I am just guessing, but my next steps would be along the lines of: 1. The venerable printf binary search bug hunt approach :) Check glGetError, which you can turn the error into a string with GLU as follows: --- void reportGLErrors() { GLenum errCode; const GLubyte *errString; if ((errCode = glGetError()) != GL_NO_ERROR) { errString = gluErrorString(errCode); writeln(errString.fromStringz) } // UNTESTED!! } --- I'd start the search in $Dgame/Window/Window.d before and after SDL_CreateWindow, SDL_GL_CreateContext and SDL_GL_MakeCurrent then go from there. 2. If printf didn't help I'd look at using a GL debug tool From this page: https://www.opengl.org/wiki/Debugging_Tools
 XCode tools
 Under Mac OS X, Apple provides two very handy tools for 
 debugging OpenGL applications as part of XCode: "OpenGL Driver 
 Monitor" and "OpenGL Profiler".
If these are anything like AMDs CodeXL (previously gDEBugger) they should tell you what GL errors are occurring each frame and on which call (including in shaders). Depending on your style you may want to swap order of the above :) Cheers, Stew
Feb 25 2015
next sibling parent reply "stewarth" <growlercab gmail.com> writes:
I'd also try hacking in Window.d directly to see if even basic gl 
commands work, e.g. immediately after window and context 
creation, try rendering a triangle then tweak the context 
initialisation to see if it affects anything.

It may help you track down exactly which part of the GL setup is 
causing problems.

Cheers,
Stew
Feb 25 2015
parent reply "Gan" <avisaria me.com> writes:
On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth wrote:
 I'd also try hacking in Window.d directly to see if even basic 
 gl commands work, e.g. immediately after window and context 
 creation, try rendering a triangle then tweak the context 
 initialisation to see if it affects anything.

 It may help you track down exactly which part of the GL setup 
 is causing problems.

 Cheers,
 Stew
I know almost nothing about OpenGL but using your method(sorta): void reportGLErrors() { GLenum errCode; const GLubyte *errString; if ((errCode = glGetError()) != GL_NO_ERROR) { writeln("OPEN GL ERROR: ", errCode); } } I get error code 1282 repeatedly. From a google search someone says: "First, glGetError() will return 1282 - invalid operation if the GL context is not current (or not yet created). So, create your context first, then call glGetError. And, verify that any parent class or member class does not call GL functions in their constructors or prior to context being created." Can someone with more OpenGL knowledge clarify what this means?
Feb 25 2015
parent reply Rikki Cattermole <alphaglosined gmail.com> writes:
On 26/02/2015 3:57 p.m., Gan wrote:
 On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth wrote:
 I'd also try hacking in Window.d directly to see if even basic gl
 commands work, e.g. immediately after window and context creation, try
 rendering a triangle then tweak the context initialisation to see if
 it affects anything.

 It may help you track down exactly which part of the GL setup is
 causing problems.

 Cheers,
 Stew
I know almost nothing about OpenGL but using your method(sorta): void reportGLErrors() { GLenum errCode; const GLubyte *errString; if ((errCode = glGetError()) != GL_NO_ERROR) { writeln("OPEN GL ERROR: ", errCode); } } I get error code 1282 repeatedly. From a google search someone says: "First, glGetError() will return 1282 - invalid operation if the GL context is not current (or not yet created). So, create your context first, then call glGetError. And, verify that any parent class or member class does not call GL functions in their constructors or prior to context being created." Can someone with more OpenGL knowledge clarify what this means?
1. Program starts 2. Window gets created 3. Context gets created 4. Context is activated 5. Profit??? Basically before the context is created and activated you cannot call any OpenGL functions. If you do, they will error out. The bit about constructors ext. don't worry about it. Its just about e.g. where the calls to OpenGL can exist.
Feb 25 2015
parent reply "stewarth" <growlercab gmail.com> writes:
On Thursday, 26 February 2015 at 03:01:42 UTC, Rikki Cattermole 
wrote:
 On 26/02/2015 3:57 p.m., Gan wrote:
 On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth wrote:
 I'd also try hacking in Window.d directly to see if even 
 basic gl
 commands work, e.g. immediately after window and context 
 creation, try
 rendering a triangle then tweak the context initialisation to 
 see if
 it affects anything.

 It may help you track down exactly which part of the GL setup 
 is
 causing problems.

 Cheers,
 Stew
I know almost nothing about OpenGL but using your method(sorta): void reportGLErrors() { GLenum errCode; const GLubyte *errString; if ((errCode = glGetError()) != GL_NO_ERROR) { writeln("OPEN GL ERROR: ", errCode); } } I get error code 1282 repeatedly. From a google search someone says: "First, glGetError() will return 1282 - invalid operation if the GL context is not current (or not yet created). So, create your context first, then call glGetError. And, verify that any parent class or member class does not call GL functions in their constructors or prior to context being created." Can someone with more OpenGL knowledge clarify what this means?
1. Program starts 2. Window gets created 3. Context gets created 4. Context is activated 5. Profit??? Basically before the context is created and activated you cannot call any OpenGL functions. If you do, they will error out. The bit about constructors ext. don't worry about it. Its just about e.g. where the calls to OpenGL can exist.
Yes, my bad sorry, but whatever works. The point is dive in and start printfing about in Window.d, checking error codes to try and figure out where things become stuffed up. Cheers, Stew
Feb 25 2015
parent reply "Gan" <avisaria me.com> writes:
On Thursday, 26 February 2015 at 03:17:32 UTC, stewarth wrote:
 On Thursday, 26 February 2015 at 03:01:42 UTC, Rikki Cattermole 
 wrote:
 On 26/02/2015 3:57 p.m., Gan wrote:
 On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth wrote:
 I'd also try hacking in Window.d directly to see if even 
 basic gl
 commands work, e.g. immediately after window and context 
 creation, try
 rendering a triangle then tweak the context initialisation 
 to see if
 it affects anything.

 It may help you track down exactly which part of the GL 
 setup is
 causing problems.

 Cheers,
 Stew
I know almost nothing about OpenGL but using your method(sorta): void reportGLErrors() { GLenum errCode; const GLubyte *errString; if ((errCode = glGetError()) != GL_NO_ERROR) { writeln("OPEN GL ERROR: ", errCode); } } I get error code 1282 repeatedly. From a google search someone says: "First, glGetError() will return 1282 - invalid operation if the GL context is not current (or not yet created). So, create your context first, then call glGetError. And, verify that any parent class or member class does not call GL functions in their constructors or prior to context being created." Can someone with more OpenGL knowledge clarify what this means?
1. Program starts 2. Window gets created 3. Context gets created 4. Context is activated 5. Profit??? Basically before the context is created and activated you cannot call any OpenGL functions. If you do, they will error out. The bit about constructors ext. don't worry about it. Its just about e.g. where the calls to OpenGL can exist.
Yes, my bad sorry, but whatever works. The point is dive in and start printfing about in Window.d, checking error codes to try and figure out where things become stuffed up. Cheers, Stew
I did what you suggested. I added a bunch of writeln and reportGLErrors. These are the results: glMatrixMode(GL_PROJECTION); OPEN GL ERROR: 1282 glLoadIdentity(); OPEN GL ERROR: 1282 glShadeModel(GL_FLAT); OPEN GL ERROR: 1282 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); OPEN GL ERROR: 1280 glHint(GL_GENERATE_MIPMAP_HINT, GL_FASTEST); OPEN GL ERROR: 1280 glOrtho(0, vMode.width, vMode.height, 0, 1, -1); OPEN GL ERROR: 1282 Each error happens after each line is called. I'm not sure why this happens or what it means.
Feb 25 2015
parent reply "Gan" <avisaria me.com> writes:
On Thursday, 26 February 2015 at 06:32:07 UTC, Gan wrote:
 On Thursday, 26 February 2015 at 03:17:32 UTC, stewarth wrote:
 On Thursday, 26 February 2015 at 03:01:42 UTC, Rikki 
 Cattermole wrote:
 On 26/02/2015 3:57 p.m., Gan wrote:
 On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth 
 wrote:
 I'd also try hacking in Window.d directly to see if even 
 basic gl
 commands work, e.g. immediately after window and context 
 creation, try
 rendering a triangle then tweak the context initialisation 
 to see if
 it affects anything.

 It may help you track down exactly which part of the GL 
 setup is
 causing problems.

 Cheers,
 Stew
I know almost nothing about OpenGL but using your method(sorta): void reportGLErrors() { GLenum errCode; const GLubyte *errString; if ((errCode = glGetError()) != GL_NO_ERROR) { writeln("OPEN GL ERROR: ", errCode); } } I get error code 1282 repeatedly. From a google search someone says: "First, glGetError() will return 1282 - invalid operation if the GL context is not current (or not yet created). So, create your context first, then call glGetError. And, verify that any parent class or member class does not call GL functions in their constructors or prior to context being created." Can someone with more OpenGL knowledge clarify what this means?
1. Program starts 2. Window gets created 3. Context gets created 4. Context is activated 5. Profit??? Basically before the context is created and activated you cannot call any OpenGL functions. If you do, they will error out. The bit about constructors ext. don't worry about it. Its just about e.g. where the calls to OpenGL can exist.
Yes, my bad sorry, but whatever works. The point is dive in and start printfing about in Window.d, checking error codes to try and figure out where things become stuffed up. Cheers, Stew
I did what you suggested. I added a bunch of writeln and reportGLErrors. These are the results: glMatrixMode(GL_PROJECTION); OPEN GL ERROR: 1282 glLoadIdentity(); OPEN GL ERROR: 1282 glShadeModel(GL_FLAT); OPEN GL ERROR: 1282 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); OPEN GL ERROR: 1280 glHint(GL_GENERATE_MIPMAP_HINT, GL_FASTEST); OPEN GL ERROR: 1280 glOrtho(0, vMode.width, vMode.height, 0, 1, -1); OPEN GL ERROR: 1282 Each error happens after each line is called. I'm not sure why this happens or what it means.
According to docs: 1280 is GL_INVALID_ENUM
Feb 25 2015
parent reply "Gan" <avisaria me.com> writes:
On Thursday, 26 February 2015 at 06:33:26 UTC, Gan wrote:
 On Thursday, 26 February 2015 at 06:32:07 UTC, Gan wrote:
 On Thursday, 26 February 2015 at 03:17:32 UTC, stewarth wrote:
 On Thursday, 26 February 2015 at 03:01:42 UTC, Rikki 
 Cattermole wrote:
 On 26/02/2015 3:57 p.m., Gan wrote:
 On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth 
 wrote:
 I'd also try hacking in Window.d directly to see if even 
 basic gl
 commands work, e.g. immediately after window and context 
 creation, try
 rendering a triangle then tweak the context initialisation 
 to see if
 it affects anything.

 It may help you track down exactly which part of the GL 
 setup is
 causing problems.

 Cheers,
 Stew
I know almost nothing about OpenGL but using your method(sorta): void reportGLErrors() { GLenum errCode; const GLubyte *errString; if ((errCode = glGetError()) != GL_NO_ERROR) { writeln("OPEN GL ERROR: ", errCode); } } I get error code 1282 repeatedly. From a google search someone says: "First, glGetError() will return 1282 - invalid operation if the GL context is not current (or not yet created). So, create your context first, then call glGetError. And, verify that any parent class or member class does not call GL functions in their constructors or prior to context being created." Can someone with more OpenGL knowledge clarify what this means?
1. Program starts 2. Window gets created 3. Context gets created 4. Context is activated 5. Profit??? Basically before the context is created and activated you cannot call any OpenGL functions. If you do, they will error out. The bit about constructors ext. don't worry about it. Its just about e.g. where the calls to OpenGL can exist.
Yes, my bad sorry, but whatever works. The point is dive in and start printfing about in Window.d, checking error codes to try and figure out where things become stuffed up. Cheers, Stew
I did what you suggested. I added a bunch of writeln and reportGLErrors. These are the results: glMatrixMode(GL_PROJECTION); OPEN GL ERROR: 1282 glLoadIdentity(); OPEN GL ERROR: 1282 glShadeModel(GL_FLAT); OPEN GL ERROR: 1282 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); OPEN GL ERROR: 1280 glHint(GL_GENERATE_MIPMAP_HINT, GL_FASTEST); OPEN GL ERROR: 1280 glOrtho(0, vMode.width, vMode.height, 0, 1, -1); OPEN GL ERROR: 1282 Each error happens after each line is called. I'm not sure why this happens or what it means.
According to docs: 1280 is GL_INVALID_ENUM
Figured it out. DGame wants OpenGL 3.0+ context. However it uses some functions in OpenGL 2.1 that have been depreciated. The mac OpenGL doesn't allow depreciated functions. DGame's OpenGL code is too outdated to run on a 3.0+ GL context on mac. Required fix: Either lower the context to 2.1 or upgrade the code to not use depreciated functions.
Feb 26 2015
next sibling parent reply "Namespace" <rswhite4 gmail.com> writes:
 Figured it out. DGame wants OpenGL 3.0+ context. However it 
 uses some functions in OpenGL 2.1 that have been depreciated. 
 The mac OpenGL doesn't allow depreciated functions.

 DGame's OpenGL code is too outdated to run on a 3.0+ GL context 
 on mac.

 Required fix: Either lower the context to 2.1 or upgrade the 
 code to not use depreciated functions.
Ah, indeed. I use some outdated constants and opengl functions. But I believe I'm using also functions which need OpenGL 3.0. Could you try to reduce the OpenGL Version to 2.1 and test it again?
Feb 26 2015
parent reply "Gan" <avisaria me.com> writes:
On Thursday, 26 February 2015 at 08:19:30 UTC, Namespace wrote:
 Figured it out. DGame wants OpenGL 3.0+ context. However it 
 uses some functions in OpenGL 2.1 that have been depreciated. 
 The mac OpenGL doesn't allow depreciated functions.

 DGame's OpenGL code is too outdated to run on a 3.0+ GL 
 context on mac.

 Required fix: Either lower the context to 2.1 or upgrade the 
 code to not use depreciated functions.
Ah, indeed. I use some outdated constants and opengl functions. But I believe I'm using also functions which need OpenGL 3.0. Could you try to reduce the OpenGL Version to 2.1 and test it again?
Wouldaya look at that, it works. http://cl.ly/image/0Z000U0m1i3U I wonder what features are broken.
Feb 26 2015
parent "Namespace" <rswhite4 gmail.com> writes:
On Thursday, 26 February 2015 at 08:35:12 UTC, Gan wrote:
 On Thursday, 26 February 2015 at 08:19:30 UTC, Namespace wrote:
 Figured it out. DGame wants OpenGL 3.0+ context. However it 
 uses some functions in OpenGL 2.1 that have been depreciated. 
 The mac OpenGL doesn't allow depreciated functions.

 DGame's OpenGL code is too outdated to run on a 3.0+ GL 
 context on mac.

 Required fix: Either lower the context to 2.1 or upgrade the 
 code to not use depreciated functions.
Ah, indeed. I use some outdated constants and opengl functions. But I believe I'm using also functions which need OpenGL 3.0. Could you try to reduce the OpenGL Version to 2.1 and test it again?
Wouldaya look at that, it works. http://cl.ly/image/0Z000U0m1i3U I wonder what features are broken.
It would be very kind of you, if you figure it out. Try everything you can, all tutorials. If nothing is broken, I will supply a fix for OSX where I put the OpenGL version to 2.1.
Feb 26 2015
prev sibling parent "stewarth" <growlercab gmail.com> writes:
On Thursday, 26 February 2015 at 08:03:59 UTC, Gan wrote:
 On Thursday, 26 February 2015 at 06:33:26 UTC, Gan wrote:
 On Thursday, 26 February 2015 at 06:32:07 UTC, Gan wrote:
 On Thursday, 26 February 2015 at 03:17:32 UTC, stewarth wrote:
 On Thursday, 26 February 2015 at 03:01:42 UTC, Rikki 
 Cattermole wrote:
 On 26/02/2015 3:57 p.m., Gan wrote:
 On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth 
 wrote:
 I'd also try hacking in Window.d directly to see if even 
 basic gl
 commands work, e.g. immediately after window and context 
 creation, try
 rendering a triangle then tweak the context 
 initialisation to see if
 it affects anything.

 It may help you track down exactly which part of the GL 
 setup is
 causing problems.

 Cheers,
 Stew
I know almost nothing about OpenGL but using your method(sorta): void reportGLErrors() { GLenum errCode; const GLubyte *errString; if ((errCode = glGetError()) != GL_NO_ERROR) { writeln("OPEN GL ERROR: ", errCode); } } I get error code 1282 repeatedly. From a google search someone says: "First, glGetError() will return 1282 - invalid operation if the GL context is not current (or not yet created). So, create your context first, then call glGetError. And, verify that any parent class or member class does not call GL functions in their constructors or prior to context being created." Can someone with more OpenGL knowledge clarify what this means?
1. Program starts 2. Window gets created 3. Context gets created 4. Context is activated 5. Profit??? Basically before the context is created and activated you cannot call any OpenGL functions. If you do, they will error out. The bit about constructors ext. don't worry about it. Its just about e.g. where the calls to OpenGL can exist.
Yes, my bad sorry, but whatever works. The point is dive in and start printfing about in Window.d, checking error codes to try and figure out where things become stuffed up. Cheers, Stew
I did what you suggested. I added a bunch of writeln and reportGLErrors. These are the results: glMatrixMode(GL_PROJECTION); OPEN GL ERROR: 1282 glLoadIdentity(); OPEN GL ERROR: 1282 glShadeModel(GL_FLAT); OPEN GL ERROR: 1282 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); OPEN GL ERROR: 1280 glHint(GL_GENERATE_MIPMAP_HINT, GL_FASTEST); OPEN GL ERROR: 1280 glOrtho(0, vMode.width, vMode.height, 0, 1, -1); OPEN GL ERROR: 1282 Each error happens after each line is called. I'm not sure why this happens or what it means.
According to docs: 1280 is GL_INVALID_ENUM
Figured it out. DGame wants OpenGL 3.0+ context. However it uses some functions in OpenGL 2.1 that have been depreciated. The mac OpenGL doesn't allow depreciated functions. DGame's OpenGL code is too outdated to run on a 3.0+ GL context on mac. Required fix: Either lower the context to 2.1 or upgrade the code to not use depreciated functions.
Great job, well done :) It's never easy debugging those sorts of errors. /stew
Feb 26 2015
prev sibling parent reply "John Colvin" <john.loughran.colvin gmail.com> writes:
On Thursday, 26 February 2015 at 02:22:18 UTC, stewarth wrote:
 On Wednesday, 25 February 2015 at 15:36:21 UTC, Gan wrote:
 On Tuesday, 24 February 2015 at 22:03:29 UTC, stewarth wrote:
 On Tuesday, 24 February 2015 at 21:10:53 UTC, Gan wrote:
 On Tuesday, 24 February 2015 at 21:07:04 UTC, stewarth wrote:
 On Tuesday, 24 February 2015 at 19:32:08 UTC, Gan wrote:
 On Tuesday, 24 February 2015 at 16:28:59 UTC, Namespace 
 wrote:
 I had to force dub to upgrade in order for it to pull 
 the latest code from the master branch.

 But on the plus side it runs.

 On the downside it still only displays a blank white 
 screen for Mac users.
As growlercab pointed out (https://github.com/Dgame/Dgame/pull/29), I think also that you should set the Version to 3.2 rather than 3.0. Could you give it a try and say if that works for you?
No dice. Running the shapes tutorial again, just a blank screen. Console output looks good though: init openAL Derelict loaded GL version: GL33 (GL33), available GL version: 3.3 INTEL-10.0.22 Quit Event Finalize Sound (0)
 Sound Finalized
Text: Finalize Font Font finalized Close open Windows. Open Windows closed. Finalize Texture (0)
 Texture Finalized
quit sdl
Did you try commenting out the line that sets the forward compatibility flag as well? (sorry it isn't clear from the posts) if (style & Style.OpenGL) { SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); /* * SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, * SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); */ } This fixed a similar issue for me on Linux. Cheers, stew
Yeah I did that, doesn't show anything but a blank white screen.
OK, thanks for letting me know.
Is there anything more I can test to try to get it working on Mac? Also anyone else have a Mac to test on? I wanna make sure it's not just me getting the blank white screen.
Without a MAC I am just guessing, but my next steps would be along the lines of: 1. The venerable printf binary search bug hunt approach :) Check glGetError, which you can turn the error into a string with GLU as follows: --- void reportGLErrors() { GLenum errCode; const GLubyte *errString; if ((errCode = glGetError()) != GL_NO_ERROR) { errString = gluErrorString(errCode); writeln(errString.fromStringz) } // UNTESTED!! } ---
This module should work as a standalone with a few tiny import changes: https://github.com/Dav1dde/glamour/blob/master/glamour/util.d The interesting bit is checkgl, used for example like this: checkgl!glDrawArrays(GL_POINTS, 0, 10); then you get a nice debug message if glDrawArrays reports an error. It will also report if a previous error has occurred and wasn't cleared, but of course in that case it won't be able to tell you where. I wrap every OpenGL call with checkgl, it helps immensely.
Feb 27 2015
parent "Namespace" <rswhite4 gmail.com> writes:
 This module should work as a standalone with a few tiny import 
 changes: 
 https://github.com/Dav1dde/glamour/blob/master/glamour/util.d

 The interesting bit is checkgl, used for example like this:

 checkgl!glDrawArrays(GL_POINTS, 0, 10);

 then you get a nice debug message if glDrawArrays reports an 
 error. It will also report if a previous error has occurred and 
 wasn't cleared, but of course in that case it won't be able to 
 tell you where.

 I wrap every OpenGL call with checkgl, it helps immensely.
Yes, I will do so in the future too.
Feb 27 2015
prev sibling parent "Namespace" <rswhite4 gmail.com> writes:
On Sunday, 22 February 2015 at 22:32:44 UTC, Gan wrote:
 On Sunday, 22 February 2015 at 22:29:53 UTC, Namespace wrote:
 On Sunday, 22 February 2015 at 22:24:59 UTC, Gan wrote:
 On Sunday, 22 February 2015 at 21:58:13 UTC, John Colvin 
 wrote:
 On Sunday, 22 February 2015 at 21:34:03 UTC, Foo wrote:
 I think you need to install the ogg libraries. Derelict, 
 which Dgame uses, only provides bindings to the C/C++ 
 libraries. You still need to get the those libraries for 
 things to work.

 Sorry I cannot help more. On linux it's just a matter of 
 using the pkg manager (apt, pacman, yum etc.) On MAC I 
 have not idea.


 I can confirm Dgame 0.4.1 is now working on Linux (Debian 
 x86_64) after I did a dub upgrade.

 Thanks,
 amber
That is nice to hear. It works for me on Windows 8.1. Someone with a Mac here?
I'll try tomorrow if no-one else has.
I have a Mac. OS Yosemite 10.10. Macbook Pro 2011. Intel HD 3000, 16gb of ram, i5 CPU. When I run one of your Dgame tutorials I get this error: Derelict loaded GL version: GL21 (GL21), available GL version: 2.1 INTEL-10.0.22 object.Exception ../.dub/packages/dgame-0.4.1/Window/Window.d(144): Your OpenGL version (21) is too low. Need at least GL 3.0.
That is strange. Every PC should be be capable to launch at least OpenGL 3.0. Did you try to update your graphic driver?
You can't really upgrade your graphics driver on a mac.
This sounds similar: http://stackoverflow.com/questions/5294295/how-to-do-opengl-3-programming-on-os-x-with-a-geforce-9400 I'm sorry, in my next upgrade I will use GLEW, that should solve the problem. Maybe I can start the upgrade before end of march.
Feb 22 2015
prev sibling parent reply "stewarth" <growlercab gmail.com> writes:
On Sunday, 22 February 2015 at 20:55:04 UTC, amber wrote:
 On Sunday, 22 February 2015 at 20:42:20 UTC, Gan wrote:
 On Sunday, 22 February 2015 at 09:30:10 UTC, Namespace wrote:
 On Sunday, 22 February 2015 at 09:05:16 UTC, Mike Parker 
 wrote:
 On 2/22/2015 2:43 PM, Gan wrote:

 dub.json:
 {
  "name": "game",
  "description": "game",
  "dependencies":
  {
      "dgame": "~master"
  }
 }
First, you need to change your dependency to something like this: "dependencies":
   {
       "dgame": "~>0.4.0"
   }
Or you can use ==0.4.0, or >=0.4.0. Just don't use branch-based dependencies anymore (like ~master) as those are deprecated. Second, there's a bug in Dgame's dub.json, which is causing compilation to error out. I'll post a PR for it.
I have the PR merged, the problem should be fixed now. Thanks to you and growlercab.
Now it builds though crashes on run with this error: init openAL derelict.util.exception.SharedLibLoadException ../../.dub/packages/derelict-util-1.9.1/source/derelict/u il/exception.d(35): Failed to load one or more shared libraries: libogg.dylib - dlopen(libogg.dylib, 2): image not found libogg.0.dylib - dlopen(libogg.0.dylib, 2): image not found Error executing command run: Program exited with code 1 Press any key to continue...
I think you need to install the ogg libraries. Derelict, which Dgame uses, only provides bindings to the C/C++ libraries. You still need to get the those libraries for things to work. Sorry I cannot help more. On linux it's just a matter of using the pkg manager (apt, pacman, yum etc.) On MAC I have not idea. I can confirm Dgame 0.4.1 is now working on Linux (Debian x86_64) after I did a dub upgrade. Thanks, amber
And I can confirm Dgame 0.4.1 is also working with DMD 2.067-b2 on arch linux x86_64. Cheers, stew
Feb 22 2015
parent "stewarth" <growlercab gmail.com> writes:
On Monday, 23 February 2015 at 03:03:01 UTC, stewarth wrote:

 And I can confirm Dgame 0.4.1 is also working with DMD 2.067-b2 
 on arch linux x86_64.

 Cheers,
 stew
and the same on Debian x86_64 I'm just told :) /stew
Feb 22 2015
prev sibling parent "Namespace" <rswhite4 gmail.com> writes:
 Now it builds though crashes on run with this error:

 init openAL
 derelict.util.exception.SharedLibLoadException ../../.dub/packages/derelict-util-1.9.1/source/derelict/u
il/exception.d(35): 
 Failed to load one or more shared libraries:
 	libogg.dylib - dlopen(libogg.dylib, 2): image not found
 	libogg.0.dylib - dlopen(libogg.0.dylib, 2): image not found
 Error executing command run: Program exited with code 1


 Press any key to continue...
That sounds strange. Have you already tried to update the libraries? BTW: The domain is back in action: http://dgame-dev.de/ But I still need to update the installations chapter.
Feb 22 2015
prev sibling next sibling parent reply "Namespace" <rswhite4 gmail.com> writes:
I've just pushed the current state of the 0.5.0 version:
https://github.com/Dgame/Dgame/tree/0.5.0

It's far from finished but it works. So if anyone has requests, 
wishes or suggestions: now is the time. :)
Feb 26 2015
parent reply "stewarth" <growlercab gmail.com> writes:
On Thursday, 26 February 2015 at 20:43:20 UTC, Namespace wrote:
 I've just pushed the current state of the 0.5.0 version:
 https://github.com/Dgame/Dgame/tree/0.5.0

 It's far from finished but it works. So if anyone has requests, 
 wishes or suggestions: now is the time. :)
That's great :) At the moment my small test apps don't build due to missing features such as Audio, System.Clock etc. I assume these will be added as work progresses? I'll do some testing over the weekend with what's in place on the 0.5.0 branch and submit bug reports if I find anything. Cheers, Stew
Feb 26 2015
parent reply "Namespace" <rswhite4 gmail.com> writes:
On Thursday, 26 February 2015 at 22:09:33 UTC, stewarth wrote:
 On Thursday, 26 February 2015 at 20:43:20 UTC, Namespace wrote:
 I've just pushed the current state of the 0.5.0 version:
 https://github.com/Dgame/Dgame/tree/0.5.0

 It's far from finished but it works. So if anyone has 
 requests, wishes or suggestions: now is the time. :)
That's great :) At the moment my small test apps don't build due to missing features such as Audio, System.Clock etc. I assume these will be added as work progresses?
No, only the tests in test/main.d are working currently. But it's possible, that Dgame 0.5.0 will break some things. E.g. The static make methods in Shape and Surface were converted into CTor calls and I guess that I will abandon Image and TileMap. Next step is Font, Text and Spritesheet. Then I'll inspect Clock, Power and MessageBox and in the end I'll inspect Audio. I think the most breaking changes will happen here, because I'll use this time SDL_Audio instead of OpenAL.
 I'll do some testing over the weekend with what's in place on 
 the 0.5.0 branch and submit bug reports if I find anything.

 Cheers,
 Stew
Thanks, that would be great!
Feb 26 2015
next sibling parent reply "amber" <amber.swan gmail.com> writes:
On Thursday, 26 February 2015 at 22:27:12 UTC, Namespace wrote:
 On Thursday, 26 February 2015 at 22:09:33 UTC, stewarth wrote:
 On Thursday, 26 February 2015 at 20:43:20 UTC, Namespace wrote:
 I've just pushed the current state of the 0.5.0 version:
 https://github.com/Dgame/Dgame/tree/0.5.0

 It's far from finished but it works. So if anyone has 
 requests, wishes or suggestions: now is the time. :)
That's great :) At the moment my small test apps don't build due to missing features such as Audio, System.Clock etc. I assume these will be added as work progresses?
No, only the tests in test/main.d are working currently. But it's possible, that Dgame 0.5.0 will break some things. E.g. The static make methods in Shape and Surface were converted into CTor calls and I guess that I will abandon Image and TileMap. Next step is Font, Text and Spritesheet. Then I'll inspect Clock, Power and MessageBox and in the end I'll inspect Audio. I think the most breaking changes will happen here, because I'll use this time SDL_Audio instead of OpenAL.
 I'll do some testing over the weekend with what's in place on 
 the 0.5.0 branch and submit bug reports if I find anything.

 Cheers,
 Stew
Thanks, that would be great!
Hey, I'm using tilemap :P I guess a separate project for tilemaps built on Dgame would be cool. I might look into this during the semester break. One thing that would be cool is some sort of support for 2D physics. It's probably outside Dgame scope but as a separate project that keeps a consistent API with Dgame would be nice. Kind of like the way SDL, SDL_image, SDL_ttf all do. Cool, two new projects for me to look into when I should be studying :) Thanks, amber
Feb 27 2015
parent "Namespace" <rswhite4 gmail.com> writes:
 Hey, I'm using tilemap :P

 I guess a separate project for tilemaps built on Dgame would be 
 cool. I might look into this during the semester break.
It's very easy to build a TileMap if you use Sprites. So I don't see (currently) any use case of the TileMap module.
 One thing that would be cool is some sort of support for 2D 
 physics. It's probably outside Dgame scope but as a separate 
 project that keeps a consistent API with Dgame would be nice. 
 Kind of like the way SDL, SDL_image, SDL_ttf all do.
Yeah, that would be nice and usefull for future games. :)
 Cool, two new projects for me to look into when I should be 
 studying :)


 Thanks,
 amber
Feb 27 2015
prev sibling parent reply "Namespace" <rswhite4 gmail.com> writes:
 Next step is Font, Text and Spritesheet. Then I'll inspect 
 Clock, Power and MessageBox and in the end I'll inspect Audio. 
 I think the most breaking changes will happen here, because 
 I'll use this time SDL_Audio instead of OpenAL.
Font, Text, Clock (renamed to StopWatch) and Power (renamed to Battery) were also ported. The Audio package also. Spritesheet should be redundant now, because Sprite has now a clipRect, to support the Spritesheet behaviour. What is left: add missing comments / complete comments and renew the documentation. After that I will update the website. We are moving forward! :)
Feb 28 2015
next sibling parent reply "Gan" <avisaria me.com> writes:
On Saturday, 28 February 2015 at 11:02:31 UTC, Namespace wrote:
 Next step is Font, Text and Spritesheet. Then I'll inspect 
 Clock, Power and MessageBox and in the end I'll inspect Audio. 
 I think the most breaking changes will happen here, because 
 I'll use this time SDL_Audio instead of OpenAL.
Font, Text, Clock (renamed to StopWatch) and Power (renamed to Battery) were also ported. The Audio package also. Spritesheet should be redundant now, because Sprite has now a clipRect, to support the Spritesheet behaviour. What is left: add missing comments / complete comments and renew the documentation. After that I will update the website. We are moving forward! :)
This is exciting. I'll test my space background in DGame to compare performance to SFML. If it's favorable, I'm immediately switching.
Feb 28 2015
parent "Namespace" <rswhite4 gmail.com> writes:
On Saturday, 28 February 2015 at 12:22:46 UTC, Gan wrote:
 On Saturday, 28 February 2015 at 11:02:31 UTC, Namespace wrote:
 Next step is Font, Text and Spritesheet. Then I'll inspect 
 Clock, Power and MessageBox and in the end I'll inspect 
 Audio. I think the most breaking changes will happen here, 
 because I'll use this time SDL_Audio instead of OpenAL.
Font, Text, Clock (renamed to StopWatch) and Power (renamed to Battery) were also ported. The Audio package also. Spritesheet should be redundant now, because Sprite has now a clipRect, to support the Spritesheet behaviour. What is left: add missing comments / complete comments and renew the documentation. After that I will update the website. We are moving forward! :)
This is exciting. I'll test my space background in DGame to compare performance to SFML. If it's favorable, I'm immediately switching.
That's great. It would be nice if you post the differences here. :)
Feb 28 2015
prev sibling parent reply "Namespace" <rswhite4 gmail.com> writes:
On Saturday, 28 February 2015 at 11:02:31 UTC, Namespace wrote:
 Next step is Font, Text and Spritesheet. Then I'll inspect 
 Clock, Power and MessageBox and in the end I'll inspect Audio. 
 I think the most breaking changes will happen here, because 
 I'll use this time SDL_Audio instead of OpenAL.
Font, Text, Clock (renamed to StopWatch) and Power (renamed to Battery) were also ported. The Audio package also. Spritesheet should be redundant now, because Sprite has now a clipRect, to support the Spritesheet behaviour. What is left: add missing comments / complete comments and renew the documentation. After that I will update the website. We are moving forward! :)
Comments are finished so far - the documentation can be generated. I've also begun to update the website and to update the tutorials, but I need at least a whole day to get ready. So I'll be ready in mid-March at the latest - because the next week I have to learn for my exams completely again. But you can already begin with your tests. ;)
Feb 28 2015
parent reply "stewarth" <growlercab gmail.com> writes:
On Saturday, 28 February 2015 at 22:52:47 UTC, Namespace wrote:
 On Saturday, 28 February 2015 at 11:02:31 UTC, Namespace wrote:
 Next step is Font, Text and Spritesheet. Then I'll inspect 
 Clock, Power and MessageBox and in the end I'll inspect 
 Audio. I think the most breaking changes will happen here, 
 because I'll use this time SDL_Audio instead of OpenAL.
Font, Text, Clock (renamed to StopWatch) and Power (renamed to Battery) were also ported. The Audio package also. Spritesheet should be redundant now, because Sprite has now a clipRect, to support the Spritesheet behaviour. What is left: add missing comments / complete comments and renew the documentation. After that I will update the website. We are moving forward! :)
Comments are finished so far - the documentation can be generated. I've also begun to update the website and to update the tutorials, but I need at least a whole day to get ready. So I'll be ready in mid-March at the latest - because the next week I have to learn for my exams completely again. But you can already begin with your tests. ;)
Thank you for updating Dgame so quickly. I'll give it a test later this week and report any issues on github. Cheers, stew
Feb 28 2015
parent reply "Namespace" <rswhite4 gmail.com> writes:
On Sunday, 1 March 2015 at 00:10:22 UTC, stewarth wrote:
 On Saturday, 28 February 2015 at 22:52:47 UTC, Namespace wrote:
 On Saturday, 28 February 2015 at 11:02:31 UTC, Namespace wrote:
 Next step is Font, Text and Spritesheet. Then I'll inspect 
 Clock, Power and MessageBox and in the end I'll inspect 
 Audio. I think the most breaking changes will happen here, 
 because I'll use this time SDL_Audio instead of OpenAL.
Font, Text, Clock (renamed to StopWatch) and Power (renamed to Battery) were also ported. The Audio package also. Spritesheet should be redundant now, because Sprite has now a clipRect, to support the Spritesheet behaviour. What is left: add missing comments / complete comments and renew the documentation. After that I will update the website. We are moving forward! :)
Comments are finished so far - the documentation can be generated. I've also begun to update the website and to update the tutorials, but I need at least a whole day to get ready. So I'll be ready in mid-March at the latest - because the next week I have to learn for my exams completely again. But you can already begin with your tests. ;)
Thank you for updating Dgame so quickly. I'll give it a test later this week and report any issues on github. Cheers, stew
Forget to mention: until aldacron fixed DerelictSDL2 (https://github.com/DerelictOrg/DerelictSDL2/issues/39) you have to manually annotate the makros and functions with nogc. Maybe you should wait, until aldacron fixes this.
Mar 01 2015
parent reply "Namespace" <rswhite4 gmail.com> writes:
On Sunday, 1 March 2015 at 10:00:35 UTC, Namespace wrote:
 On Sunday, 1 March 2015 at 00:10:22 UTC, stewarth wrote:
 On Saturday, 28 February 2015 at 22:52:47 UTC, Namespace wrote:
 On Saturday, 28 February 2015 at 11:02:31 UTC, Namespace 
 wrote:
 Next step is Font, Text and Spritesheet. Then I'll inspect 
 Clock, Power and MessageBox and in the end I'll inspect 
 Audio. I think the most breaking changes will happen here, 
 because I'll use this time SDL_Audio instead of OpenAL.
Font, Text, Clock (renamed to StopWatch) and Power (renamed to Battery) were also ported. The Audio package also. Spritesheet should be redundant now, because Sprite has now a clipRect, to support the Spritesheet behaviour. What is left: add missing comments / complete comments and renew the documentation. After that I will update the website. We are moving forward! :)
Comments are finished so far - the documentation can be generated. I've also begun to update the website and to update the tutorials, but I need at least a whole day to get ready. So I'll be ready in mid-March at the latest - because the next week I have to learn for my exams completely again. But you can already begin with your tests. ;)
Thank you for updating Dgame so quickly. I'll give it a test later this week and report any issues on github. Cheers, stew
Forget to mention: until aldacron fixed DerelictSDL2 (https://github.com/DerelictOrg/DerelictSDL2/issues/39) you have to manually annotate the makros and functions with nogc. Maybe you should wait, until aldacron fixes this.
The most things are fixed now. But should I organize Dgame like the official DUB style: 'source/Dgame/...'?
Mar 03 2015
parent reply "Gan" <avisaria me.com> writes:
On Tuesday, 3 March 2015 at 16:59:35 UTC, Namespace wrote:
 On Sunday, 1 March 2015 at 10:00:35 UTC, Namespace wrote:
 On Sunday, 1 March 2015 at 00:10:22 UTC, stewarth wrote:
 On Saturday, 28 February 2015 at 22:52:47 UTC, Namespace 
 wrote:
 On Saturday, 28 February 2015 at 11:02:31 UTC, Namespace 
 wrote:
 Next step is Font, Text and Spritesheet. Then I'll inspect 
 Clock, Power and MessageBox and in the end I'll inspect 
 Audio. I think the most breaking changes will happen here, 
 because I'll use this time SDL_Audio instead of OpenAL.
Font, Text, Clock (renamed to StopWatch) and Power (renamed to Battery) were also ported. The Audio package also. Spritesheet should be redundant now, because Sprite has now a clipRect, to support the Spritesheet behaviour. What is left: add missing comments / complete comments and renew the documentation. After that I will update the website. We are moving forward! :)
Comments are finished so far - the documentation can be generated. I've also begun to update the website and to update the tutorials, but I need at least a whole day to get ready. So I'll be ready in mid-March at the latest - because the next week I have to learn for my exams completely again. But you can already begin with your tests. ;)
Thank you for updating Dgame so quickly. I'll give it a test later this week and report any issues on github. Cheers, stew
Forget to mention: until aldacron fixed DerelictSDL2 (https://github.com/DerelictOrg/DerelictSDL2/issues/39) you have to manually annotate the makros and functions with nogc. Maybe you should wait, until aldacron fixes this.
The most things are fixed now. But should I organize Dgame like the official DUB style: 'source/Dgame/...'?
I have no idea. Looks good. Except for the text. It gets longer over time. I added an issue.
Mar 03 2015
next sibling parent reply "Gan" <avisaria me.com> writes:
Oh also the green circle anti alias isn't happening. Just a plain 
un-anti-alis circle.
Mar 03 2015
parent reply "Namespace" <rswhite4 gmail.com> writes:
On Tuesday, 3 March 2015 at 23:01:21 UTC, Gan wrote:
 Oh also the green circle anti alias isn't happening. Just a 
 plain un-anti-alis circle.
Should be fixed now. Note that you now must specify the anti-aliasing, when you create the window. And you can now specify by yourself which opengl context version should be supported. See: http://dgame-dev.de/?package=Window&module=GLSettings
Mar 04 2015
parent reply "Gan" <avisaria me.com> writes:
On Wednesday, 4 March 2015 at 09:24:55 UTC, Namespace wrote:
 On Tuesday, 3 March 2015 at 23:01:21 UTC, Gan wrote:
 Oh also the green circle anti alias isn't happening. Just a 
 plain un-anti-alis circle.
Should be fixed now. Note that you now must specify the anti-aliasing, when you create the window. And you can now specify by yourself which opengl context version should be supported. See: http://dgame-dev.de/?package=Window&module=GLSettings
Looks great. How do I use the new version in dub? Do I just set the dependency version to 0.5.0?
Mar 04 2015
next sibling parent "Namespace" <rswhite4 gmail.com> writes:
 Do I just set the dependency version to 0.5.0?
Yes that should work.
Mar 04 2015
prev sibling parent reply "stewarth" <growlercab gmail.com> writes:
On Wednesday, 4 March 2015 at 09:42:57 UTC, Gan wrote:
 On Wednesday, 4 March 2015 at 09:24:55 UTC, Namespace wrote:
 On Tuesday, 3 March 2015 at 23:01:21 UTC, Gan wrote:
 Oh also the green circle anti alias isn't happening. Just a 
 plain un-anti-alis circle.
Should be fixed now. Note that you now must specify the anti-aliasing, when you create the window. And you can now specify by yourself which opengl context version should be supported. See: http://dgame-dev.de/?package=Window&module=GLSettings
Looks great. How do I use the new version in dub? Do I just set the dependency version to 0.5.0?
I think that because 0.5.0 is on a branch you will need to tell dub to switch branches. This is done with a '~' in the dependencies line. You also need to run dub upgrade. Something like this (untested): --- ... "sourcePaths":["."], "dependencies": { "dgame":"~0.5.0" }, "targetType":"executable" ... $ dub upgraade $ dub build Cheers, stew
Mar 04 2015
parent "stewarth" <growlercab gmail.com> writes:
On Wednesday, 4 March 2015 at 11:56:28 UTC, stewarth wrote:
 On Wednesday, 4 March 2015 at 09:42:57 UTC, Gan wrote:
 On Wednesday, 4 March 2015 at 09:24:55 UTC, Namespace wrote:
 On Tuesday, 3 March 2015 at 23:01:21 UTC, Gan wrote:
 Oh also the green circle anti alias isn't happening. Just a 
 plain un-anti-alis circle.
Should be fixed now. Note that you now must specify the anti-aliasing, when you create the window. And you can now specify by yourself which opengl context version should be supported. See: http://dgame-dev.de/?package=Window&module=GLSettings
Looks great. How do I use the new version in dub? Do I just set the dependency version to 0.5.0?
I think that because 0.5.0 is on a branch you will need to tell dub to switch branches. This is done with a '~' in the dependencies line. You also need to run dub upgrade. Something like this (untested): --- ... "sourcePaths":["."], "dependencies": { "dgame":"~0.5.0" }, "targetType":"executable" ... $ dub upgraade $ dub build Cheers, stew
Sorry, cut-paste noise, the only interesting part is this: "dependencies": { "dgame":"~0.5.0" },
Mar 04 2015
prev sibling parent "Namespace" <rswhite4 gmail.com> writes:
 Looks good. Except for the text. It gets longer over time. I 
 added an issue.
That should be fixed with the last commit.
Mar 03 2015
prev sibling parent reply "Namespace" <rswhite4 gmail.com> writes:
The most of Dgame is ready, only the tutorials are missing to 
arrive to the release state.
Is there anything you wanted absolutely in Dgame? A module, a 
tutorial?
Since I removed the TileMap tutorial I may want to write an 
replacement how you could easily built one with Sprites. Any 
further ideas?

At the end of this month I wanted to participate on "One game a 
month" (http://www.onegameamonth.com/). Mainly with C++ but I 
think it would be a good test for Dgame, if I would programm some 
games with it. And it could be helpfull to get more attention on 
D.
Mar 13 2015
next sibling parent reply "amber" <amber.swan gmail.com> writes:
On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote:
 The most of Dgame is ready, only the tutorials are missing to 
 arrive to the release state.
 Is there anything you wanted absolutely in Dgame? A module, a 
 tutorial?
 Since I removed the TileMap tutorial I may want to write an 
 replacement how you could easily built one with Sprites. Any 
 further ideas?

 At the end of this month I wanted to participate on "One game a 
 month" (http://www.onegameamonth.com/). Mainly with C++ but I 
 think it would be a good test for Dgame, if I would programm 
 some games with it. And it could be helpfull to get more 
 attention on D.
I think a tutorial on how to do tile map with sprites would be awesome and the one game a month would be a great way to stress test Dgame and find those missing features. One feature that I think would be useful is a console to help with development and tweak settings at run time. Thanks for your work on Dgame. I'm going to switch over to the new version and give it a try :) bye, amber
Mar 13 2015
next sibling parent reply "Namespace" <rswhite4 gmail.com> writes:
On Friday, 13 March 2015 at 10:34:50 UTC, amber wrote:
 On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote:
 The most of Dgame is ready, only the tutorials are missing to 
 arrive to the release state.
 Is there anything you wanted absolutely in Dgame? A module, a 
 tutorial?
 Since I removed the TileMap tutorial I may want to write an 
 replacement how you could easily built one with Sprites. Any 
 further ideas?

 At the end of this month I wanted to participate on "One game 
 a month" (http://www.onegameamonth.com/). Mainly with C++ but 
 I think it would be a good test for Dgame, if I would programm 
 some games with it. And it could be helpfull to get more 
 attention on D.
I think a tutorial on how to do tile map with sprites would be awesome and the one game a month would be a great way to stress test Dgame and find those missing features.
I think so too. A TileMap with Sprites is pretty simple: ---- class Tile : Sprite { // ... more features } ---- Each Tile is stored on fixed points on the screen and represent the Tile-Image. But maybe I will implement the old TileMap implementation again. ;) Let's see.
 One feature that I think would be useful is a console to help 
 with development and tweak settings at run time.
That's not possible in the near future. ;) Sorry. But an interesting idea.
 Thanks for your work on Dgame. I'm going to switch over to the 
 new version and give it a try :)
Glad to hear that!
 bye,
 amber
Mar 13 2015
parent "Namespace" <rswhite4 gmail.com> writes:
 A TileMap with Sprites is pretty simple:
 ----
 class Tile : Sprite {
     // ... more features
 }
 ----
 Each Tile is stored on fixed points on the screen and represent 
 the Tile-Image.
Forget to mention: This construct is not as fast as the old implementation which use a VertexBuffer, but it is more dynamic. E.G. if you have a game with destroyable Tiles this approach is much more common and suitable because it is easier and cheaper to nullify an Tile. See also my last implementation in my unfinished game "Quinn Quadrat": https://github.com/Dgame/SDL-Game/blob/master/Tile.hpp https://github.com/Dgame/SDL-Game/blob/master/Tile.cpp https://github.com/Dgame/SDL-Game/blob/master/TileMap.hpp https://github.com/Dgame/SDL-Game/blob/master/TileMap.cpp
Mar 13 2015
prev sibling parent "Foo" <Foo test.de> writes:
 I think a tutorial on how to do tile map with sprites would be 
 awesome
http://dgame-dev.de/?page=tutorial&tut=tilemap
Mar 15 2015
prev sibling next sibling parent reply "stewarth" <growlercab gmail.com> writes:
On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote:
 The most of Dgame is ready, only the tutorials are missing to 
 arrive to the release state.
 Is there anything you wanted absolutely in Dgame? A module, a 
 tutorial?
 Since I removed the TileMap tutorial I may want to write an 
 replacement how you could easily built one with Sprites. Any 
 further ideas?

 At the end of this month I wanted to participate on "One game a 
 month" (http://www.onegameamonth.com/). Mainly with C++ but I 
 think it would be a good test for Dgame, if I would programm 
 some games with it. And it could be helpfull to get more 
 attention on D.
Nice work :) I just tried on Arch Linux x86_64 and it worked out of the box using dub. Time to upgrade my Dgame projects !! Thanks, Stew
Mar 13 2015
parent reply "Namespace" <rswhite4 gmail.com> writes:
On Friday, 13 March 2015 at 10:51:22 UTC, stewarth wrote:
 On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote:
 The most of Dgame is ready, only the tutorials are missing to 
 arrive to the release state.
 Is there anything you wanted absolutely in Dgame? A module, a 
 tutorial?
 Since I removed the TileMap tutorial I may want to write an 
 replacement how you could easily built one with Sprites. Any 
 further ideas?

 At the end of this month I wanted to participate on "One game 
 a month" (http://www.onegameamonth.com/). Mainly with C++ but 
 I think it would be a good test for Dgame, if I would programm 
 some games with it. And it could be helpfull to get more 
 attention on D.
Nice work :) I just tried on Arch Linux x86_64 and it worked out of the box using dub. Time to upgrade my Dgame projects !! Thanks, Stew
How many do you have?
Mar 13 2015
parent reply "stewarth" <growlercab gmail.com> writes:
On Friday, 13 March 2015 at 14:23:27 UTC, Namespace wrote:
 On Friday, 13 March 2015 at 10:51:22 UTC, stewarth wrote:
 On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote:
 The most of Dgame is ready, only the tutorials are missing to 
 arrive to the release state.
 Is there anything you wanted absolutely in Dgame? A module, a 
 tutorial?
 Since I removed the TileMap tutorial I may want to write an 
 replacement how you could easily built one with Sprites. Any 
 further ideas?

 At the end of this month I wanted to participate on "One game 
 a month" (http://www.onegameamonth.com/). Mainly with C++ but 
 I think it would be a good test for Dgame, if I would 
 programm some games with it. And it could be helpfull to get 
 more attention on D.
Nice work :) I just tried on Arch Linux x86_64 and it worked out of the box using dub. Time to upgrade my Dgame projects !! Thanks, Stew
How many do you have?
Four in total, all half finished -- just the way I like them :-) I do intend to finish them off, I just need to find more the time between work and sleep... Cheers, Stew
Mar 13 2015
parent reply "Namespace" <rswhite4 gmail.com> writes:
On Saturday, 14 March 2015 at 03:12:56 UTC, stewarth wrote:
 On Friday, 13 March 2015 at 14:23:27 UTC, Namespace wrote:
 On Friday, 13 March 2015 at 10:51:22 UTC, stewarth wrote:
 On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote:
 The most of Dgame is ready, only the tutorials are missing 
 to arrive to the release state.
 Is there anything you wanted absolutely in Dgame? A module, 
 a tutorial?
 Since I removed the TileMap tutorial I may want to write an 
 replacement how you could easily built one with Sprites. Any 
 further ideas?

 At the end of this month I wanted to participate on "One 
 game a month" (http://www.onegameamonth.com/). Mainly with 
 C++ but I think it would be a good test for Dgame, if I 
 would programm some games with it. And it could be helpfull 
 to get more attention on D.
Nice work :) I just tried on Arch Linux x86_64 and it worked out of the box using dub. Time to upgrade my Dgame projects !! Thanks, Stew
How many do you have?
Four in total, all half finished -- just the way I like them :-) I do intend to finish them off, I just need to find more the time between work and sleep... Cheers, Stew
Even half finished, I would like to see them. http://dgame-dev.de/?page=show is also called Work in Progress ;)
Mar 14 2015
parent "stewarth" <growlercab gmail.com> writes:
On Saturday, 14 March 2015 at 15:19:20 UTC, Namespace wrote:
 On Saturday, 14 March 2015 at 03:12:56 UTC, stewarth wrote:
 On Friday, 13 March 2015 at 14:23:27 UTC, Namespace wrote:
 On Friday, 13 March 2015 at 10:51:22 UTC, stewarth wrote:
 On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote:
 The most of Dgame is ready, only the tutorials are missing 
 to arrive to the release state.
 Is there anything you wanted absolutely in Dgame? A module, 
 a tutorial?
 Since I removed the TileMap tutorial I may want to write an 
 replacement how you could easily built one with Sprites. 
 Any further ideas?

 At the end of this month I wanted to participate on "One 
 game a month" (http://www.onegameamonth.com/). Mainly with 
 C++ but I think it would be a good test for Dgame, if I 
 would programm some games with it. And it could be helpfull 
 to get more attention on D.
Nice work :) I just tried on Arch Linux x86_64 and it worked out of the box using dub. Time to upgrade my Dgame projects !! Thanks, Stew
How many do you have?
Four in total, all half finished -- just the way I like them :-) I do intend to finish them off, I just need to find more the time between work and sleep... Cheers, Stew
Even half finished, I would like to see them. http://dgame-dev.de/?page=show is also called Work in Progress ;)
When I get something to a state that I'm comfortable sharing I'll let you know. The hardest part is the resources, graphics etc. My sprites are pretty embarrassing :) Cheers, Stew
Mar 14 2015
prev sibling parent reply "Namespace" <rswhite4 gmail.com> writes:
On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote:
 The most of Dgame is ready, only the tutorials are missing to 
 arrive to the release state.
http://dgame-dev.de/?page=tutorial I've worked the whole day to get them updated. Hopefully I don't missed something. I will merge the 0.5.0 branch this evening and tag a release candidate v0.5.0rc. If someone wants to he can test Dgame extensive. If no complaints are made, I will release the 0.5.0 version next friday.
Mar 13 2015
parent reply "Namespace" <rswhite4 gmail.com> writes:
 I will merge the 0.5.0 branch this evening and tag a release 
 candidate v0.5.0rc.
https://github.com/Dgame/Dgame/releases/tag/v0.5.0-beta.1
Mar 13 2015
parent reply "Namespace" <rswhite4 gmail.com> writes:
On Friday, 13 March 2015 at 18:59:48 UTC, Namespace wrote:
 I will merge the 0.5.0 branch this evening and tag a release 
 candidate v0.5.0rc.
https://github.com/Dgame/Dgame/releases/tag/v0.5.0-beta.1
New Beta: https://github.com/Dgame/Dgame/releases/tag/v0.5.0-beta.2 and two new Tutorials: http://dgame-dev.de/?page=tutorial&tut=gl_settings http://dgame-dev.de/?page=tutorial&tut=tilemap I hope my english is not that bad.
Mar 15 2015
next sibling parent reply "Joel" <joelcnz gmail.com> writes:
I've been getting these errors:

I found two places that have 'package(Dgame):' - 
source\Dgame\Graphic\Color.d(30) and 
source\Dgame\Math\Rect.d(44), and if I remove them (comment them 
out), then only one error remains:

Compiling using dmd...
Error: cannot read file main.d
FAIL 
.dub\build\main-debug-windows-x86-dmd_2066-7A96EE8F0A68A2410292AA6D54ADEF4C
\ dgame-example executable
Error executing command run: dmd failed with exit code 1.

Keep up the good work!
Mar 15 2015
parent reply "Namespace" <rswhite4 gmail.com> writes:
On Sunday, 15 March 2015 at 22:30:06 UTC, Joel wrote:
 I've been getting these errors:

 I found two places that have 'package(Dgame):' - 
 source\Dgame\Graphic\Color.d(30) and 
 source\Dgame\Math\Rect.d(44), and if I remove them (comment 
 them out), then only one error remains:
Yeah, I've used a dmd 2.067 version. I will fix this tomorrow, so that Dgame is useable with dmd 2.066.
 Compiling using dmd...
 Error: cannot read file main.d
 FAIL 
 .dub\build\main-debug-windows-x86-dmd_2066-7A96EE8F0A68A2410292AA6D54ADEF4C
 \ dgame-example executable
 Error executing command run: dmd failed with exit code 1.
That error should be fixed now.
 Keep up the good work!
Thanks!
Mar 15 2015
parent reply "Joel" <joelcnz gmail.com> writes:
On Sunday, 15 March 2015 at 22:51:17 UTC, Namespace wrote:
 On Sunday, 15 March 2015 at 22:30:06 UTC, Joel wrote:
 I've been getting these errors:

 I found two places that have 'package(Dgame):' - 
 source\Dgame\Graphic\Color.d(30) and 
 source\Dgame\Math\Rect.d(44), and if I remove them (comment 
 them out), then only one error remains:
Yeah, I've used a dmd 2.067 version. I will fix this tomorrow, so that Dgame is useable with dmd 2.066.
 Compiling using dmd...
 Error: cannot read file main.d
 FAIL 
 .dub\build\main-debug-windows-x86-dmd_2066-7A96EE8F0A68A2410292AA6D54ADEF4C
 \ dgame-example executable
 Error executing command run: dmd failed with exit code 1.
That error should be fixed now.
I still get this error. Or am I using the wrong zip file?
 Keep up the good work!
Thanks!
Mar 15 2015
parent reply "Foo" <Foo test.de> writes:
On Sunday, 15 March 2015 at 23:17:10 UTC, Joel wrote:
 On Sunday, 15 March 2015 at 22:51:17 UTC, Namespace wrote:
 On Sunday, 15 March 2015 at 22:30:06 UTC, Joel wrote:
 I've been getting these errors:

 I found two places that have 'package(Dgame):' - 
 source\Dgame\Graphic\Color.d(30) and 
 source\Dgame\Math\Rect.d(44), and if I remove them (comment 
 them out), then only one error remains:
Yeah, I've used a dmd 2.067 version. I will fix this tomorrow, so that Dgame is useable with dmd 2.066.
 Compiling using dmd...
 Error: cannot read file main.d
 FAIL 
 .dub\build\main-debug-windows-x86-dmd_2066-7A96EE8F0A68A2410292AA6D54ADEF4C
 \ dgame-example executable
 Error executing command run: dmd failed with exit code 1.
That error should be fixed now.
I still get this error. Or am I using the wrong zip file?
 Keep up the good work!
Thanks!
Currently you should use the Master branch until I fixed the package thing.
Mar 16 2015
parent reply "Namespace" <rswhite4 gmail.com> writes:
 Currently you should use the Master branch until I fixed the 
 package thing.
I hate to post from my mobile phone. I've always have this no-name account there. I hope I've fixed the errors. It was my fault, because I was too excited about the new release, I forgot completely to test with the current version 2.066.
Mar 16 2015
parent reply "Namespace" <rswhite4 gmail.com> writes:
On Monday, 16 March 2015 at 07:49:52 UTC, Namespace wrote:
 Currently you should use the Master branch until I fixed the 
 package thing.
I hate to post from my mobile phone. I've always have this no-name account there. I hope I've fixed the errors. It was my fault, because I was too excited about the new release, I forgot completely to test with the current version 2.066.
Forgot to mention the new Beta tag (hopefully the last :)): https://github.com/Dgame/Dgame/releases/tag/v0.5.0-beta.3
Mar 16 2015
parent "Namespace" <rswhite4 gmail.com> writes:
Since it can be somewhat annoying to create the necessary shared 
libraries, it would be very helpful if those who have already 
created these files (specifically * .so and * .dylib) could send 
those files to me (rswhite4 gmail.com). New user could reuse 
these files. Of course you should also write me, on what 
operating system you are. ;)
I'd do it myself, but my time is still sorely limited by end of 
next week. Therefore I would be grateful to everyone, which does 
the hard work for me.

Thank you in advance.
Mar 17 2015
prev sibling parent "amber" <swamberan gmail.com> writes:
On Sunday, 15 March 2015 at 18:12:36 UTC, Namespace wrote:
 On Friday, 13 March 2015 at 18:59:48 UTC, Namespace wrote:
 I will merge the 0.5.0 branch this evening and tag a release 
 candidate v0.5.0rc.
https://github.com/Dgame/Dgame/releases/tag/v0.5.0-beta.1
New Beta: https://github.com/Dgame/Dgame/releases/tag/v0.5.0-beta.2 and two new Tutorials: http://dgame-dev.de/?page=tutorial&tut=gl_settings http://dgame-dev.de/?page=tutorial&tut=tilemap I hope my english is not that bad.
This is great, thanks for the tilemap tute. And as a non-native speaker myself I think your English is very good :) bye, amber
Mar 15 2015