This release may be a bit messy because I went through countless wrecked operating systems in the meantime. Please let me know if anything is broken.
• All: Macros and enqueued draw() calls are unaffected by released Images
• All: Max out at 255 AL sources on all systems except iOS
• Mac: Fixed some minor memory leaks
• Linux/Windows: milliseconds() returns time since first call of milliseconds() (thanks Quit)
• Windows: Fix OpenAL crash at shutdown, get rid of custom OpenAL32.dll
• Windows: Require MSVC 2010 (thanks to Quit for the support)
#milliseconds giving a more useful number is a boon. Thanks Quit.
The Mac Ruby gem is missing the 1.9 binary. All Ruby 1.9 users will have a compiler installed and can just install the source gem until I release 0.7.45:
gem install gosu --platform=ruby
You need to have libogg and libvorbis installed too, though. With Homebrew, this is easy:
brew install libogg libvorbis
Oops! Thanks to hmans for reporting.
On Windows this version seriously kills my FPS.
I remembered to actually force gosu 0.7.43 with bundler and that Ashton particles example goes back to 40fps, rather than about 20 which we were getting last night! Something has gone very wrong there, since the particle drawing is pure C/OpenGL and doesn't use Gosu overmuch - debug build?
I think I was rather pre-emptive with this complaint. I think the issue was between my computer and itself. Sorry.
Bah, was hoping to get my stencil-buffer enabling patch in by this release. Oh well :P
I'll have to see if I can get stencils in Ruby/Ashton before you then :D
Your efforts would go hand in hand. You cannot enable the stencil buffer from Ashton because that needs to happen in each platform's
Presumably we are talking about a stencil buffer on the Gosu::Window itself? Surely I could render to a window-sized Ashton::Framebuffer (wraps an FBO with only a single colour buffer currently) which had a stencil buffer in it and then draw that onto the window? I've never actually used a stencil buffer, so I haven't really much idea what to do with one :)
Seems doable, but I know next to nothing about FBOs.
An FBO just allows you to set render target to an attached texture, as though it was the window. All you really need to know about them :)
Right - it would make sense if the attached texture could have stencil bits even if the window doesn't. Given all the uses I've had for humble
Window#clip_to, I would guess that stencils directly on the window would also be useful! :)
Yes, an FBO can have one or more colour, stencil and depth buffers attached to it, which makes them equivalent to windows, I suppose.
Well, I totally have it enabled, and I have an interface coded in ruby. Trying to port that interface to C++ is a bit tricky for me personally though.
thanks for sharing!keep on................
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