A small application to convert a 3D model in .obj format into HTML and CSS
i spent a whole day coding and debugging a small opengl app for the sake of a pun
Relevant: https://github.com/KhronosGroup/OpenGL-Registry/issues/571.
Oh, in case anything does come of this: is there distinct source for each OpenGL version, and do you think it would be more effort to provide the state tables for all versions, not just the latest version?
The WG might be OK with releasing just the state table appendix LaTeX
If so, I'd really appreciate it!
If we were to do this you should not expect much help interpreting it, nor for it to be buildable as a standalone document, because we're not putting many cycles into GL these days.
That's no problem for me. I'm sure I could figure it out on my own.
Alternatively, you can 'pdfgrep .' on relevant pages of the PDF to extract the text followed by some hand-massaging of the result.
I definitely could attempt this, but my fear is it would be a very fragile solution at best.
The state tables section of the OpenGL specification is a very handy reference, but so far as I can tell it's only available in PDF form. Is there no machine-readable (e.g. XML) form somewhere, or even something like LaTeX source? It would be very useful when writing tooling. In particular, I'm interested in doing API translation, and with a machine-readable form I could have a script automatically compile common subsets, for example. (I asked about this on a social media site and someone suggested making this issue).
Wouldn't the existing Windows and macOS support be weird by that criteria?
I guess it's a nice idea, but adding a GUI crash reporter would be more technically challenging than other GUI concepts specifically because it would be displayed after the app is already running, and after the emulator has crashed, so it's in an inconsistent state. Beyond that, I don't have much incentive to implement it because it'd make it easier for novice users to send me crash reports I don't want.
Try to implement the vast bulk of glGet properties and types
Let go of old movie player if a new one starts playing
Implement fmod(), fmodf()
Implement stub for removeFromSuperview
Implement stub for resignFirstResponder
Implement stubs for some text entry things (mostly UITextField)
Tidy up some encoding checks
Support explicit-endianness UTF-16 encodings
Implement glMaterial family
Implement glActiveTexture
Use ParamTable for glTexParameter family
11bf28a1364f770c64047cd8f985a5900db81e8b, b646fde03179cf997aff73543e2551cbff2fe0cf and 9fb22d65938e14339d7b8764c052b5ac265f5fd8 make some progress towards a systematic approach. There's now a standard type (ParamTable
) that can be used to query type info for parameters and which can do most of the work of implementing the dreaded fixed-point accessors.
Create utilities for implementing fixed-point setters in OpenGL
The glLight code didn't handle fixed-to-integer conversion correctly, but the new utility does, so this also fixes glLight.
Don't bother looking up component counts in gles_guest.rs
Create utility type for handling OpenGL parameter tables
Reset constant color before presenting frame
PS D:\다운로드\touchHLE_v0.1.0_Windows_x86_64> .\touchHLE.exe "OvenBreak.app"
touchHLE v0.1.0 — https://touchhle.org/
thread 'main' panicked at 'IndexMap: key not found', src\bundle.rs:50:27
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
This happen when I try to run Ovenbreak (paid version) 1.09 ~ 1.12 ipa.
PS D:\다운로드\touchHLE_v0.1.0_Windows_x86_64> .\touchHLE.exe "OvenBreak.app"
touchHLE v0.1.0 — https://touchhle.org/
Error: "Could not parse icon image"
As an aside, this error happen when I try to run Ovenbreak (paid version) 1.0 ~ 1.08 ipa, but seems like it already commented on other thread.
I fixed this recently in c1c746202b499f1b1c9c3b2acd04bf7de7968637 but forgot about this issue.
You can notice this especially in some of the tutorial and instruction screens in Super Monkey Ball.
This happens because of how cg_bitmap_context.rs
, ui_font.rs
and font.rs
interact. In short: there's no blending done, so transparent pixels (strictly speaking, texels) in one character's rectangle can obscure opaque pixels from an overlapping one.
A quick fix would be to add blending in cg_bitmap_context.rs
, and that definitely should be done eventually, but I bet that falls down if you want to do stuff like rendering text with semi-transparency. Although to be fair, I've no idea if iPhone OS itself can do that correctly.
Done by @Xertes0 in https://github.com/hikari-no-yume/touchHLE/pull/91, merged as 9fc25fedb2345ab7d66b42d66e72fcb710582d31.
Fixes overlapping letters not displaying correctly - #15.
Should we also blend the alpha channel when data.alpha_info == kCGImageAlphaOnly
?
Merged as 9fc25fedb2345ab7d66b42d66e72fcb710582d31. Thanks! I updated the changelog in b02f6f7a4d52202a1c8620fb710a43351c49554e, please let me know if you'd prefer to be credited in a different way.
Update changelog for blending change
Add color blending in cg_bitmap_context
Implement %u in printf family
I am writing to request that you consider porting TouchHLE to iOS and tvOS platforms.
Please search existing issues before opening a new one.
Implement AudioSessionGetProperty(acat, …)