blitz 1.99!!

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in a account !!

thanks mark

..cool..whats new in 1.99?

***** V1.99 *****

Implemeted many fixes for 'loss of graphics' type situations, eg: when user logs out,
hit's ctrl-alt-del, alt-tabs out of a full screen app etc.

A few special cases:

* 2D images that have been manually modified using WritePixel/WritePixelFast should be declared
'dirty' after you have finished modifying them. You can do this using the new
BufferDirty() command, eg: BufferDirty ImageBuffer( theImage ). If you don't care if such
images survive loss of graphics, you can skip this.

* Vidmem texture contents will not survive loss of graphics. However, the textures themseleves
will still exist, and these are supposed to be frequently updated anyway, so this shouldn't
be a major problem.

* Blitz3D still can't survive desktop rez-mode change in windowed mode. However,
the new GraphicsLost() command can be used to detect this. The only thing you'll be
able to do after GraphicsLost() returns True is EndGraphics() (and then perhaps reload everything
back in if you can be arsed). Or, as I'd be inclined to do, just exit, eg:

...
If GraphicsLost() RuntimeError "Please restart Defender"
RenderWorld
...

Also added 2 new windowed graphics modes: 6 and 7. These are similar to modes 2 and 3, but will
auto-suspend the application when it loses activation. These new modes are highly recommended!


and a correct alpha sort!
and i think speed

Cool - coming next: Blitz3D 2.0? :)

Nah... V1.9900001

Good, good... :-)

I hope SDK update will soon follow.

Barney

Alpha sort isn't there. I still have alpha z-ordering problems here.

Me too.

1.99 is just a rename of the beta, check the dates in your bin dir.

An alpha sort problem i had before is now gone, that's for sure.

Thank You !

Yes, I tested the alpha-sort with a couple of mesh types and image formats. Looks good to me.

Seems likely that "Sibly" updated this for me.

Which alpha sort issue?

The z-order issue. Blitz didn't use to sort alpha'd triangles - which meant far objects could appear in front of near objects.

Which alpha sort issue
Used to be that if you had a mostly "Transparentish" entity infront of an other Mostly "Transparentish" entity. B3D wouldnt draw them in the right Z order. Or the way in landscape editor/settings you can see the sea infront of distant objects that you know its behind. (mostly trees)

Seems to me the next logical minor revision number would be 1.100. =]

Somebody mentioned a possible speed increase - any confirmation on that?

No, I've still got alpha'd meshes 'punching through' other alpha'd meshes.

Way to go.

As I said (and I tested on 3 game prototypes I have where that happens) - the alpha z-order problem is still there.

But... although all my games/demos are running with the exact same FPS, stuff seems to be moving "faster" - I cant quite explain it...

Well, maybe in 1.991 we'll see the alpha thing fixed :(

For those with Z order problems check if you are in 16 or 32bit, as the two modes have different depth rendering methods.

EDIT: Any news on an updated docs pack? It's still 1.88 and i've no idea what new commands have been implemented inbetween.

I really would like the alpha thing fixed as it's a pain sorting through 3,000 or so particles just to do manual z ordering... takes a few ms to do....

Actually, it has given me a few blitzcc.exe crashes. These only seem to occur when debug is off.

One way of crashing it is to force an array error. I accidentally did it via a typo.