Well Vasja, So it seems that we don't need to update the TGLFreeForm object, may be only could use your code in applications. Thanks.
Thanks Vasja, First, use the demo from the examples folder with octrees as an example (e.g. OctreeRender QuadTreeCulling, ClothActor or OdeRagdo). Second, make a copy and add your code. Third, compare the fps of both versions and report the difference. Then we'll see if we can somehow integrate your findings into the appropriate engine module so as not to disrupt other demos and existing applications. Good luck in your work!
John, please use only GLScene 2.2 version for Win32, but GXScene is being developed for Win64.
leon, Please use only GLScene 2.2 version for Win32, but GXScene is being developed for Win64.
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