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Author Topic: New version of BGRABitmap  (Read 285492 times)

Cyr

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Re: New version of BGRABitmap
« Reply #210 on: May 30, 2016, 01:35:27 pm »
I'm faced with problem described http://forum.lazarus.freepascal.org/index.php/topic,32787.0.html when I try to compile  lpk on the Linux Mint 64 bit and I had some errors when compile under Raspberry PI 3 (Lazarus 1.6 FPC 3.0.0). Could you test the pack and improve these problems?

circular

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Re: New version of BGRABitmap
« Reply #211 on: May 31, 2016, 04:29:57 pm »
Done!

New version of BGRABitmap 8.9.2:
- fixed bugs and compilation on 64-bit
- fixed color for materials with texture (OpenGL)
- fixed LazPaint file format detection

Download location:
https://sourceforge.net/projects/lazpaint/files/src/
https://github.com/bgrabitmap/lazpaint/releases
(made the zip archive smaller)
« Last Edit: May 31, 2016, 04:32:30 pm by circular »
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kito

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Re: New version of BGRABitmap
« Reply #212 on: June 01, 2016, 02:48:44 am »
Hello ..
Quote
" ...fixed bugs and compilation on 64-bit..."

lazarrus 1.6 / fpc 3    / linux mint  64-bit 

still getting this error :

Quote
' bgraopengl3d.pas(719,1) Error: Internal error 2012090607 '

 hop you still have time to fix it ,if this error related to the package , circular 

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circular

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Re: New version of BGRABitmap
« Reply #213 on: June 01, 2016, 06:47:50 am »
Does it help to put
Code: Pascal  [Select][+][-]
  1. {$PUSH}{$OPTIMIZATION OFF}
  2. ...
  3. {$POP}
  4.  
around the procedure?

Or to reduce the optimization in compilation options?
Conscience is the debugger of the mind

kito

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Re: New version of BGRABitmap
« Reply #214 on: June 01, 2016, 05:54:02 pm »
 :) it helped . every thing seems perfect now , thank you
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circular

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Re: New version of BGRABitmap
« Reply #215 on: June 01, 2016, 07:13:38 pm »
Wonderful  :)
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circular

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Re: New version of BGRABitmap
« Reply #216 on: June 02, 2016, 10:40:15 pm »
I've added the directive on SVN/Git.
Conscience is the debugger of the mind

lainz

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Re: New version of BGRABitmap
« Reply #217 on: June 06, 2016, 05:25:47 pm »

circular

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Re: New version of BGRABitmap
« Reply #218 on: June 09, 2016, 10:38:12 pm »
Yes, I might find some help/inspiration there.
Conscience is the debugger of the mind

lainz

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Re: New version of BGRABitmap
« Reply #219 on: June 10, 2016, 12:59:16 am »
How about a port of BGRABitmap for web HTML/JS? Is just an idea.

Of course to handle bitmaps you need them in a web server, they can't be loaded at local...

aradeonas

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Re: New version of BGRABitmap
« Reply #220 on: June 10, 2016, 02:02:04 am »
How about a port of BGRABitmap for web HTML/JS? Is just an idea.

Of course to handle bitmaps you need them in a web server, they can't be loaded at local...
Sound interesting and very useful, how do you thing about it?

lainz

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Re: New version of BGRABitmap
« Reply #221 on: June 10, 2016, 02:54:00 am »
I think that can use the canvas element and already working functions.

Then create a class BGRABitmap (TypeScript can help, I don't know when the OO will come to JS, I know is in development or something like that, but not readed about it long time ago, in the meantime using TypeScript will do the job).

And all the same as possible to reuse the code.

Other thing that can be done is create a new JSBGRABitmap pascal code that converts all the calling code into JS canvas. So you can change the type: TBGRABitmap to TJSBGRABitmap and instead of saving to bitmap saving to text format with all the code to run in a browser.

Or a mix of both, having a class in JS and then another in pascal that creates the .js and html automatically.

But are just ideas, maybe is too complex to do it! And who will use it? There are a lot of graphical libs out there for JS, I don't know if worth the effort.

kapibara

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Re: New version of BGRABitmap
« Reply #222 on: June 10, 2016, 05:43:51 am »
I experienced this error while trying to install bgrabitmap8.9.2 in Lazarus trunk under Ubuntu 16.04:

Compile package BGRABitmapPack 8.9.2: Exit code 256, Errors: 1, Hints: 10
bgraopengl3d.pas(425,18) Hint: Variable "$result" does not seem to be initialized
bgraopengl3d.pas(433,18) Hint: Variable "$result" does not seem to be initialized
bgraopengl3d.pas(441,18) Hint: Variable "$result" does not seem to be initialized
bgraopengl3d.pas(449,18) Hint: Variable "$result" does not seem to be initialized
bgraopengl3d.pas(457,18) Hint: Variable "$result" does not seem to be initialized
bgraopengl3d.pas(474,18) Hint: Variable "$result" does not seem to be initialized
bgraopengl3d.pas(482,18) Hint: Variable "$result" does not seem to be initialized
bgraopengl3d.pas(490,18) Hint: Variable "$result" does not seem to be initialized
bgraopengl3d.pas(498,18) Hint: Variable "$result" does not seem to be initialized
bgraopengl3d.pas(506,18) Hint: Variable "$result" does not seem to be initialized
bgraopengl3d.pas(719,1) Error: Internal error 2012090607
Lazarus trunk / fpc 3.2.2 / Kubuntu 22.04 - 64 bit

aradeonas

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Re: New version of BGRABitmap
« Reply #223 on: June 10, 2016, 10:14:36 am »
Quote
Other thing that can be done is create a new JSBGRABitmap pascal code that converts all the calling code into JS canvas. So you can change the type: TBGRABitmap to TJSBGRABitmap and instead of saving to bitmap saving to text format with all the code to run in a browser.

Or a mix of both, having a class in JS and then another in pascal that creates the .js and html automatically.

But are just ideas, maybe is too complex to do it! And who will use it? There are a lot of graphical libs out there for JS, I don't know if worth the effort.
You are right, problem is what it's use and I think it should go with CEF. and in the other hand we can reverse this idea and use power up using JS and HTML and it's canvas to be used in our native pascal so you can reuse so much codes out there in your app natively, think about it as using HTML and JS as a resource and show them with BGRABitmap. You can say people can use CEF and these recourse but it has it's own downside like needing a huge library and messing around with it.

lainz

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Re: New version of BGRABitmap
« Reply #224 on: June 10, 2016, 05:10:08 pm »
Well you need in that case to convert the html canvas element and involved js to pascal in some way with bgrabitmap, I think is most difficult that way, or it's for me.

Most of the code out there maybe work with libraries, you need to convert them to pascal.

Using Chrome Embedded Framework is not my idea.

Well there are many options for both sides.

 

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