No, the ConvertToByte procecure in ZBitmap.pas forces the values to be in between 0 and 1 range.
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- Thu Oct 31, 2024 7:59 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 233
- Views: 42812
- Tue Oct 29, 2024 8:30 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 233
- Views: 42812
Re: Google Play New problem : 64bits
What if you instead comment out the SetExceptionMask calls. That should flush forward any remaining division by zero errors. If there are any in ZGE then they should be fixed. I think the only reason the BitmapExpression problem existed was because in the beginning ZGE did not support 1 width textur...
- Mon Oct 28, 2024 4:04 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 233
- Views: 42812
- Mon Oct 28, 2024 12:51 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 233
- Views: 42812
Re: Google Play New problem : 64bits
I guess we need to set the exception flags per thread. Try this change in zclasses.pas: procedure TTasks.TWorkerThread.Execute; begin Math.SetExceptionMask([exZeroDivide,exOverflow,exUnderflow,exPrecision,exDenormalized,exInvalidOp]); // <<-- add this line while not Terminated do begin Platform_Wait...
- Mon Oct 28, 2024 10:35 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 233
- Views: 42812
Re: Google Play New problem : 64bits
I believe JNI_OnLoad is called automatically when the ZGE app is loaded. ZGE only needs to call this when loading other modules, if it exists. You can try writing logging something in the JNI_OnLoad function to show that it is called. The thing with floating point errors is interesting and perhaps t...
- Fri Oct 25, 2024 4:34 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 233
- Views: 42812
Re: Google Play New problem : 64bits
Interesting, nice find! It should not have any effect on the circle bitmap so not sure what that is about. I won't have time to look at this over the weekend but please keep me posted if you find anything else.
- Fri Oct 25, 2024 10:06 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 233
- Views: 42812
Re: Google Play New problem : 64bits
Pointers, 64bits... Could that be it? I doubt it, but you can test this change: procedure TExecutionEnvironment.StackPushPointer(X: pointer); begin {$ifdef debug} if StackGetDepth>=High(ZcStack) then ScriptError('Zc Stack Overflow (infinite recursion?)'); {$endif} ZcStackPtr^ := TStackElement( X );...
- Fri Oct 25, 2024 8:47 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 233
- Views: 42812
Re: Google Play New problem : 64bits
Oh, that is fun. With UpdateTime and UpdateScreen disabled, it is drawing the @RefreshContent(Component:BitmapClouds); on the screen. I didn't know that was done on the screen instead of in memory before rendering the rest over it. This happens only on Android because using GL ES we cannot ask the ...
- Wed Oct 23, 2024 7:26 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 233
- Views: 42812
Re: Google Play New problem : 64bits
Looking at the end of the callstack, it seems it triggers in a OpenGL call from TZApplication.UpdateScreen. #31 pc 00000000001872ec /vendor/lib64/egl/libGLESv2_adreno.so #32 pc 0000000000041d00 libzgeandroid.so (ZAPPLICATION$_$TZAPPLICATION_$__$$_UPDATESCREEN+200) There are not many GL-calls in Upda...
- Tue Oct 22, 2024 9:05 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 233
- Views: 42812
Re: Google Play New problem : 64bits
Hmm .. i suspect this might be caused by GLESPixelsFromTexture executing at the wrong time. That function temporarily disables depth testing and face culling when using ES 1.0. I see, yes. This would paint pixels on the screen but since it it uses push/pop attrib it should restore those settings. I...
- Mon Oct 21, 2024 12:32 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 233
- Views: 42812
Re: Google Play New problem : 64bits
Perhaps we are looking at two different problems here. If you get crash only when Tasks.Enabled = true then I suggest you make a test project that only has a MeshExpression and a BitmapExpression and that are both refreshed using RefreshContent each frame. That should stress test the problem.
- Mon Oct 21, 2024 11:53 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 233
- Views: 42812
Re: Google Play New problem : 64bits
I added this line to your example because otherwise the BitmapExpression is only updated at startup:
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@RefreshContent(Component:BitmapRainbow);
- Sun Oct 20, 2024 7:01 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 233
- Views: 42812
Re: Google Play New problem : 64bits
Perhaps try playing the game in Android Studio and see if you can reproduce the crash. If it only happens with threads enabled then it is likely related to meshexpression or bitmapexpression.
- Tue Oct 15, 2024 3:10 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 233
- Views: 42812
Re: Google Play New problem : 64bits
Ok it should be 2 I guess for stereo output. The documentation suggested 12 but if 2 works then we should keep that.
- Tue Oct 15, 2024 2:02 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 233
- Views: 42812
Re: Google Play New problem : 64bits
Can you get logs from these crashes?