Shader issue: Are you sure that the shader has default values? there's no way to set any from within minisphere (per the api) Unless you mean the 3 allegro ones that the core engine provides? You could initialise all then reset those 3 or something OR perhaps this should just be a documentation point; include in the api that if a shader contains any uniforms they've defined they may get odd results if they don't initialise them for each model that uses that shader?
uniform float foo = 8.12;
Other matter:I've been thinking more on the beginner friendly-ness (and also the needs of the project I'm half work on).What I don't like about prim as a bridge for beginners is it ditches all the advantages of galileo and doesn't point towards its strengths which is part of why I wasn't keen on galielo to begin with; I was looking at the way prim used it and basically thinking:"this is just unnecessary".So I'm thinking of putting together a game graphics engine using galileo that can handle sprites, primitives, and other things AND use persistent shapes to take advantage of the speed galieleo can give; if it works out perhaps it could be a useful supplement to the core engine.-> As a potential follow up if this goes well I'm thinking of building a galileo powered flexible map engine using tiled maps (unless someone else is already making one?)
I just meant that if a shader does something like:Code: (javascript) [Select]uniform float foo = 8.12;If the engine were to zero uninitialized uniforms (to avoid the original bug), then we introduce a new bug of the default value getting destroyed. No go.
I would like to implement a new Galileo-powered JS map engine in miniSphere 5.0 as well. That's why I decided to do a 4.6 release, because there are a lot of useful changes on the trunk already and I still have my work cut out for me.
Doesn't the shader get executed at draw time hence re-doing that definition? Or is it that only the function is called at draw time?
1. Keyboard.isPressed(Key.Escape) gives me "Undefined not callable" - what have I got wrong? (I'm trying to cut v1 calls from any code I write but as well as still needing FlipScreen I find I've now found I still need v1 keys)
2. Transformations, the features you've given us are fine if we want to move objects around, rotate them and zoom in and out, but what if we want to distort them? Any chance you could give us read/write access to the underlying matrices? (It may already be there but if it is I can't find it).