Author Topic: opengl without libs  (Read 8612 times)

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Charles Pegge

  • Guest
Re: opengl without libs
« Reply #15 on: March 31, 2011, 10:33:52 PM »

There are about 160 examples in the package so far and we are reaching a stage where some kind of database would be helpful to locate code relevant to  a task.

We could tag programs with keywords for this purpose, and also tag individual procedures.

A dictionary of keywords like "jpg" or "wave" could also be established for autotagging.

It is quite feasible to bed a static version of this database into the helpfile each time it is updated.

Any thoughts?

Charles

JRS

  • Guest
Re: opengl without libs
« Reply #16 on: March 31, 2011, 10:50:29 PM »
Have you thought about using the OyxgenBasic wiki?


Charles Pegge

  • Guest
Re: opengl without libs
« Reply #17 on: March 31, 2011, 11:05:16 PM »
Not in this case John. I think it needs to be part of the offline package. But I have thought of autogenerating wiki content from the manual and other resources.

Charles

JRS

  • Guest
Re: opengl without libs
« Reply #18 on: April 01, 2011, 10:13:33 AM »
Quote
But I have thought of autogenerating wiki content from the manual and other resources.

Let me know if you need help with the translation.

FYI: Open Office will export to Mediawiki format.

Where can one find the current O2h manual? Is it included with the download of the builds?

It would be helpful if you were to do a side-by-side comparison to FreeBASIC syntax. I think you would attract more users if folks didn't have to work so hard to figure out how to use the compiler. You could generate a suite of examples that show how major features of the Basic work and could be used as a test suite to make sure nothing breaks.

« Last Edit: April 01, 2011, 10:38:02 AM by JRS »

jcfuller

  • Guest
Re: opengl without libs
« Reply #19 on: April 01, 2011, 12:48:18 PM »

Where can one find the current O2h manual? Is it included with the download of the builds?

It would be helpful if you were to do a side-by-side comparison to FreeBASIC syntax. I think you would attract more users if folks didn't have to work so hard to figure out how to use the compiler. You could generate a suite of examples that show how major features of the Basic work and could be used as a test suite to make sure nothing breaks.



John,
  This is an ALPHA meaning things WILL change daily. Let Charles work on the details of the compiler and stop pestering him with wiki woki wooki.

James

Charles Pegge

  • Guest
Re: opengl without libs
« Reply #20 on: April 01, 2011, 02:11:08 PM »
 ;D
Everything is included in the zip file (almost). It includes the Manual, the Manual generator, the Manual source data and all the code examples used to test the compiler. That is why many of the small examples are a bit arid at this stage. With the source code included the only extras required are "HTML Help Workshop" and FreeBasic 0.21 and you have the complete development system.

My intention is to add Wiki generating capability to the Manual generator and I am reaching a stage where most of the syntax is stable. Unfortunately all of this takes 100% of my capacity so I have to navigate along the development path very carefully.

Charles

JRS

  • Guest
Re: opengl without libs
« Reply #21 on: April 01, 2011, 07:16:33 PM »
Quote
Everything is included in the zip file (almost). It includes the Manual, the Manual generator, the Manual source data and all the code examples used to test the compiler. That is why many of the small examples are a bit arid at this stage. With the source code included the only extras required are "HTML Help Workshop" and FreeBasic 0.21 and you have the complete development system.

Thanks Charles for confirmation that your documentation efforts are included with the distribution. I will take a peek and see if I can find a quick way to move to the wiki. If you come up with something, let us know so there isn't a duplicate effort.


Charles Pegge

  • Guest
Re: opengl without libs
« Reply #22 on: April 03, 2011, 05:54:35 PM »

I am going to develop the web pages and try to incorporate some of the material we have produced here on this forum and the thinBasic forum. Web pages are quite fun to do and there is a direct synergy between web site building and manual generation.

Charles

kryton9

  • Guest
SFML C attempt
« Reply #23 on: June 04, 2012, 08:45:00 PM »
Trying to understand things. I went back to SFML and downloaded the C library. I took a minimal window code and made an oxygen basic version. I worked through each problem while compiling, till I got to this problem. I have no idea how to resolve this. It goes through lots of code if you look at the build output window, I don't know what it wants here.

I made a zip file that extracts to a folder kentSFML with everything inside. I just put that folder in the projects window in oxygen and it should be fine. He is using namespaces in c code, I didn't think c had namespaces... maybe it is a new addition?

You can download the zip from:
kentSFML.7z

Aurel

  • Guest
Re: opengl without libs
« Reply #24 on: June 05, 2012, 05:47:19 AM »
Hi Kent
I just download this SFML and unpack files into project folder and try to compile
your test program but not work...

kryton9

  • Guest
Re: opengl without libs
« Reply #25 on: June 05, 2012, 06:50:52 AM »
I was having problems with it Aurel and asking for help. Sorry you misunderstood and downloaded it.

After sleeping, I see that it is going to be more work than it is worth to convert it over without knowing how reliable it will be.

kryton9

  • Guest
SFML C another test
« Reply #26 on: October 10, 2013, 10:13:33 PM »
There are 2 paths that I see with OxygenBasic as of 2013 for possible cross-platform non obsolescence.

1. Is write code using the winapi. This allow Linux users to run the programs under Wine. And, via virtual machines or emulators on other platforms.
    ...not ideal, but it seems to work right now.

2. Use cross-platform c libraries now and when the oxygen c emitter is finished you can compile your programs on the device of your choice.
    this to me seems the ideal solution.

Let me know if any of you have other ideas.

Here is a test program written in c using sfml2 c libraries. I will also attach a screenshot of all the sfml2 dlls after they were shrunk via upx.
You don't need to distribute all of them, but just the ones needed. But this will give you and idea of their sizes for all of them.

These libraries will give cross-platform support for windows, 2d accelerated graphics (opengl), truetype fonts, all popular image formats, popular sound formats including ogg.
Joystick and gamepad input and networking.



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