Recent

Author Topic: [solved] GLScene: Scene.Cameras  (Read 4567 times)

Ocye

  • Hero Member
  • *****
  • Posts: 518
    • Scrabble3D
[solved] GLScene: Scene.Cameras
« on: May 15, 2010, 01:48:17 pm »
So far it was possible to insert a camera object into a scene by Scene.Cameras.Insert(0,Camera); With the latest svn cameras is no more a member of TGLScene. How do I add my dynamical created camera now?
« Last Edit: May 17, 2010, 07:57:53 am by Ocye »
Lazarus 1.7 (SVN) FPC 3.0.0

Troodon

  • Sr. Member
  • ****
  • Posts: 484
Re: GLScene: Scene.Cameras
« Reply #1 on: May 15, 2010, 03:11:16 pm »
Just two comments, which might not be helpful anyway -- I think 2.5.x is "bleeding edge", therefore quirks are to be expected. And I have noticed on 64 bit Ubuntu 10 that Lazarus/FPC is more unpredictable than on 32 bit Ubuntu 10 (even buttons on the design form are not drawn as expected on 64 bit).
Lazarus/FPC on Linux

Ocye

  • Hero Member
  • *****
  • Posts: 518
    • Scrabble3D
Re: GLScene: Scene.Cameras
« Reply #2 on: May 17, 2010, 07:57:41 am »
Instead Scene.Cameras.Insert() just use Scene.Objects.Insert().
@Troodon: I'm using 10.04 64bit since first beta without any major flaw. And FPC/Lazarus, both from Svn, successfully for much longer.
Lazarus 1.7 (SVN) FPC 3.0.0

Troodon

  • Sr. Member
  • ****
  • Posts: 484
Re: GLScene: Scene.Cameras
« Reply #3 on: May 17, 2010, 05:09:56 pm »
I'm using 10.04 64bit since first beta without any major flaw.

Thanks, that's interesting. It suggests that 2.5.1 performs better on 64 bit than the daily 2.4.0 :)
Lazarus/FPC on Linux

 

TinyPortal © 2005-2018