Sergio, there is no special installer for Lazarus. But it should be installed and work, otherwise fix problems and edit the installation help.
Shine world, Yes, NativeInt must be used not only in GLS.Scene but in all other units also. Instead changes in your fork you could include your improvements and fixies in https://github.com/glscene/GLXEngine/pulls I will add it later to the glxengine's trunk. Pavel
Shine world, Yes, NativeInt must be used not only in GLS.Scene but in all other units also. Instead changes in your fork you could include your improvements and fixies in https://github.com/glscene/GLXEngine/pulls I will add it later to trunk. Pavel
Lars, we have a GLS.Material range limited to TGLShininess = 0..128, so the code will have a compiler error if the value is out of range during the design time, but the fix if (TmpShininess >= 0) and (TmpShininess <= 128) then Shininess := TmpShininess else Shininess := 0; in GLS.File3DS may be justified for binaries. Done. Check out the glsl DiffuseShader demo, for example. Pavel
Range shininess fixed
Hi, Sergio. Sorry that no one answered some of your difficult questions. Maybe you're working with a previous version of the scene and studio, and there are problems with that. I only have time to upgrade GLScene to the latest Rad Studio, and even then it's usually delayed. Everyone is busy with their own tasks rather than the engine. We need to create new components, such as TGLTerraGlobe and TGLPlanet, which can load and procedurally generate texture maps while moving objects. A spherical relief...
updated and synced
updated and sync externals