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Up Topic Gosu / Gosu News / Gosu 0.7.28 released
- - By jlnr (dev) Date 2011-03-24 17:11
Hello,

The GitHub move is almost over, save a few Wiki pages. Except for the gems and forum, pretty much everything has been shuffled around. Let me know if anything went wrong during the switch.

The actual changes are another step towards a stable last 0.7.x release, while in a background branch, GLFW is taking over lots of Gosu's work to make room for new stuff.

• Added Image::insert(Bitmap, x, y) / Image#insert(binary_string, x, y) (undocumented for now)
• Fixed Color#==
• Fixed Macro Z-Ordering (thanks mathias - towards a supported Macro...)
• OS X 64-bit: Gosu now supports all file types supported by NSImage (even PSD & PDF)
• C++: Gosu's file loading is now unified under loadImageFile() (if you want to load a Bitmap, not Image)
• Fixed PNG transparency bug (thanks again to mathias!)
• Fixed kbBeginRange constant (C++), thanks shawn42!
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Parent - By jlnr (dev) Date 2011-03-27 16:50
For Ruby 1.9 users on OS X, the precompiled file that is missing can be found here: http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=4158
Parent - - By erisdiscord Date 2011-03-27 17:02
How did I miss this update? Using NSImage as a backend on OS X was a brilliant move!
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Parent - - By jlnr (dev) Date 2011-03-27 18:11
Well, only for 64-bit until I can get my hands on an "oldschool" Mac, but it's fun to play straight from the PSD files. (I don't just need a 32-bit Mac, but one running 10.5 or 10.4. It is a bit weird, but my ex flatmate has promised me SSH.)

For future fun and lulz, the QuickView API also seems easy to exploit. Player.graffle, here we go! Or how about @enemies = Dir.glob("/Applications/*Adobe*/**.app").map { |image_filename| ... } ^^"
Parent - By erisdiscord Date 2011-03-27 18:24
64-bit is the present and future, my friend. :)

I'd love the ability just to test my graphics without having to bother with exporting, especially since Pixelmator makes it kind of a pain (have to select the format and confirm saving over the old version every time). I wouldn't want to distribute with PSD files, of course, so 32-bit users wouldn't really need that support. Still, really cool feature.

Now try @enemies = Dir["/Applications/*Microsoft*/**.app"].map { |filename| ... } :D
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Parent - - By Basic Date 2011-03-28 09:36
I was under the impression that GLFW didn't play nice with 64bit mac. When I tried compiling a hello world with -arch i386 or x86_64 it moaned at me, and then after some digging I found a post (grr why can't I find it now) that said they didn't play nice. I'll have to give it another look.
Parent - - By jlnr (dev) Date 2011-03-28 11:20
Wow thanks, that might be critical information. I will keep my eyes open.
Parent - - By Basic Date 2011-03-29 19:05
This isn't the article I read however.
http://horde3d.org/forums/viewtopic.php?f=1&t=192&start=60

also from there FAQ.

1.4 What platforms are supported by GLFW?

Currently, GLFW supports Windows, Mac OS X and Unix-like operating systems with the X Window System, such as Linux and FreeBSD.

GLFW is designed to be as portable as possible, and the code has been written with portability in mind. That being said, the code is not yet 64-bit clean.
Parent - By jlnr (dev) Date 2011-03-29 22:55
I am not sure if that means it is broken on 64-bit Linux too. That would be a bummer, I would love to get rid of X11 messery.

Also from the release notes:

> There is also a deprecated Carbon port of GLFW, which is limited to 32-bit code and only runs well on Mac OS X 10.3 and 10.4. However, if you need to build applications for those systems, it is a better choice than the Cocoa port, which uses APIs unavailable on systems older than 10.5.


Gosu aims to run on 10.4, but I guess 10.5 would be okay for me. As long as there are iMac G4s which can run Gosu, I can sleep in peace :)
Parent - By jlnr (dev) Date 2011-03-29 23:01
And another thing- I had been checking out glfw from SVN but:

> The chunk of code that will become version 3.0 can now be found in the Git repository at SourceForge.net. Please note that it is (at the time of writing) very early in development and that things may not work yet or even be present at all. The current state of the code is primarily intended to foster discussion.


Aaaahhh!!!!, why sourceforge and not plain github. That may be worth investigating too.
Parent - - By meustrus Date 2011-04-05 20:12
So...what does the Image#insert method do, exactly? Would it let me, say, update an image based on an RMagick image without recreating the texture data?
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Parent - - By jlnr (dev) Date 2011-04-06 03:43
Exactly: my_image.insert(rmagick_image, 0, 0). Please let me know if this is noticeably faster, it's hard to predict how the whole OpenGL system behaves as a whole :)

BTW, JPEG support for Windows is in git already too (thanks to mathias).
Parent - - By meustrus Date 2011-04-18 19:17
I'd like some indication of how fast it is. Where on the spectrum between Texplay and recreating the image completely would you expect it to lie? As for JPEG support, when is it coming to other OS's?
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Parent - By jlnr (dev) Date 2011-04-19 02:01
Performance depends on a lot of factors, if you do a benchmark let me know about the results. In the future, Texplay will hopefully use Image#insert instead of GL hackery.

JPEG support has been implemented for all platforms. I just have some quirky things to go through for the 0.7.30 release. Definitely in time for the upcoming Ludum Dare, but I'm not sure if that helps you :)
Up Topic Gosu / Gosu News / Gosu 0.7.28 released

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