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Allegro 5.1.6 released! |
Peter Wang
Member #23
April 2000
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http://sourceforge.net/projects/alleg/files/allegro-unstable/5.1.6/ Quote:
Changes from 5.1.5 to 5.1.6 (March 2013) The main developers this time were: Trent Gamblin, Paul Suntsov, Peter Wang. Core: - Fix use of clobbered return value from setlocale() on X11. - Register system interface even if no display driver available on Windows. - Fix use of double math functions for float arguments (Nick Trout). Shaders: - Revamped shader API. The shader API is now part of the core library, - Shaders are now a per-bitmap property, set with al_use_shader. - Shader variable setters operate on the shader of the target bitmap. - Rename ALLEGRO_USE_PROGRAMMABLE_PIPELINE to ALLEGRO_PROGRAMMABLE_PIPELINE. - Rename al_link_shader to al_build_shader. - Remove al_set_shader. - Remove the al_set_shader_*_array functions. These functions cannot - Add al_get_shader_platform and al_get_default_shader_source. - Remove al_get_opengl_program_object, al_set_opengl_program_object, - Remove Cg shader backend. - Add macros for shader variable names (Jon Rafkind). Displays: - Made al_get_display_mode return the closest thing to a pixel format - Move WGL context destruction out of the message pump thread and into - Allow command-tab to work in fullscreen window mode on OS X. - Remove "user_reload" parameter from al_acknowledge_drawing_resume. - Don't crash in al_create_display if there is no display driver. - Don't crash at shutdown if there is no display driver (Windows). - Don't fail init if both D3D, GL drivers unavailable (Windows). - Sync bitmaps before resizing display to prevent changes being lost - Load the D3D9X module during display creation and unload it when the - Run fullscreen toggle on main thread (OS X). - Destroy the backbuffer bitmap when destroying the display (OS X). - Switch to new NSTrackingArea API (OS X). - Set ALLEGRO_NO_PRESERVE_TEXTURE on backbuffer (OpenGL). Graphics: - Let al_destroy_bitmap implicitly untarget the bitmap on the calling - Fix a bug where bitmap locking may change the target bitmap but - Use memory bitmap drawing when either bitmap is locked (OpenGL). - Fix a crash in D3D destroying sub-bitmaps. - Add const qualifiers to glUniform*v() functions (Aaron Bolyard). Input: - Partially fix mouse buttons "sticking" on Mac, e.g. holding the - al_set_mouse_xy on Windows resulted in the mouse getting set to the wrong - Scale the user supplied mouse cursor if it's too big (Windows). - Add key constants for some Android keys, those that are used in Xperia Audio addons: - Fix PulseAudio driver trying to connect to a non-existent server forever. - Avoid memory leaks with audio event source. - Use smaller buffer size for OpenSL. Image addon: - Use Allegro built-in loaders in preference to OS X loaders for BMP/TGA/PCX. Font addons: - Make al_init_font_addon return success value. - Make al_init_ttf_addon return true for subsequent calls. Native dialogs addon: - Fix a crash on iOS due to threading/TLS issues geting the display Primitives addon: - Speed up al_triangulate_polygon_with_holes. - Speed up drawing of the rounds for polylines. - Add custom vertex attributes to the primitives addon. - Replace vertex shader binary generated by vsa.exe (removed from DirectX - A minor revamp of the HLSL default shader system in the primitives addon. - Fix a few incorrect usages of al_lock_vertex_buffer - Disallow 3 component vectors for ALLEGRO_PRIM_TEX_COORD. - Add a whole bunch of new ALLEGRO_PRIM_STORAGE values. - Primitives addon was ignoring the filter settings of textures in the D3D Android port: - Generate KEY_CHAR on Android. - Add key constants for Android. - Set target bitmap to display backuffer after program is resumed. - Use different functions for OpenGL ES 1 and OpenGL ES 2 on Android. iOS port: - Support stencil buffer on iOS. - Remove unnecessary autorelease pools. There was a crash when using - Make Airplay work the standard way most apps do unless the - Don't autorotate displays other than device. - Fix some threading and memory issues. Raspberry Pi port: - Allow for color size, depth and stencil sizes. - Support al_show_mouse_cursor and al_hide_mouse_cursor. Examples: - New examples: ex_prim_shader, ex_shader_target. Other: - Various documentation updates. - Minor fixes and code refactoring.
MD5SUMS c93c2b7fe82e9badf67f417fa40fae3f allegro-5.1.6.7z e6196c5a7911b3c0f8fc3806ce6b5b5e allegro-5.1.6.tar.gz 114cb467fe3fbf58b6d0018bf6ed1e27 allegro-5.1.6.zip
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Yodhe23
Member #8,726
June 2007
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Looking good, well done and thanks to all the contributors. I look forward to putting the improved library to the test very soon. www.justanotherturn.com |
simast
Member #12,668
March 2011
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Thanks for another great release! I noticed the Cg shader backend was removed. I sort of liked the idea of having unified and cross-platform shaders. Were there any implementation issues? Just wondering why this feature was dropped.
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Mark Oates
Member #1,146
March 2001
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Quote: Revamped shader API. The shader API is now part of the core library, and the shader addon removed. Woah, cool. |
Gnamra
Member #12,503
January 2011
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You guys are awesome. I haven't been able to compile Allegro on windows so far, so it would be immensely appreciated if someone could provide binaries for msvc-11.0.
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Elias
Member #358
May 2000
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simast said: Just wondering why this feature was dropped. Nobody was using it, the implementation was incomplete and nobody was around who wanted to maintain it. -- |
Michał Cichoń
Member #11,736
March 2010
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Build for Windows is ready. allegro-5.1.6-mingw-4.5.0.7z "God starts from scratch too" |
Gnamra
Member #12,503
January 2011
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Michał Cichoń said: Build for Windows is ready. Thank you! I really appreciate it.
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Edgar Reynaldo
Major Reynaldo
May 2007
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Yeah, definitely. That's awesome. Thanks again guys! DL'ed. My Website! | EAGLE GUI Library Demos | My Deviant Art Gallery | Spiraloid Preview | A4 FontMaker | Skyline! (Missile Defense) Eagle and Allegro 5 binaries | Older Allegro 4 and 5 binaries | Allegro 5 compile guide |
SiegeLord
Member #7,827
October 2006
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I think these binaries were compiled without shader support (see this thread). Looking at the allegro5/platform/alplatf.h in the binaries I see these two lines: #define ALLEGRO_CFG_GLSL_SHADERS #define ALLEGRO_CFG_HLSL_SHADERS Those two were renamed sometime between 5.1.5 and 5.1.6, so they should now be: #define ALLEGRO_CFG_SHADER_GLSL #define ALLEGRO_CFG_SHADER_HLSL
"For in much wisdom is much grief: and he that increases knowledge increases sorrow."-Ecclesiastes 1:18 |
jmasterx
Member #11,410
October 2009
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How can it not have shaders if shaders are now part of the core? Shouldn't they be implicit now? Agui GUI API -> https://github.com/jmasterx/Agui |
Elias
Member #358
May 2000
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They are in the core, but you can still disable them. You can even disable OpenGL support altogether under Windows. -- |
Michał Cichoń
Member #11,736
March 2010
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SiegeLord said: Those two were renamed sometime between 5.1.5 and > > 5.1.6, so they should now be: Ups. I will post an update on Firday, since I do not have access to my dev machine right now. "God starts from scratch too" |
Mark Oates
Member #1,146
March 2001
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Michał, how do you build the binaries? What type of machine are you on and what process do you usually go through? |
Michał Cichoń
Member #11,736
March 2010
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I'm using Lua, Code::Blocks and directory filled with toolchains. That's short story. I did wrote a build script two or three years ago to generate Code::Blocks projects with all configurations I found suitable for releases. There are many configurations one with static runtime, shared runtime but static standard library etc. I did that once by hand and that was horrible to maintain. One new preprocessor definition and you need to go trough more than 100 configurations. 8 per project, 12 project (core, addons, monolith), N toolchains (usually 7). So... the script. I made it once. Now I'm tracking changes between releases and adding new files, new flags while maintaining backward compatibility. If I'm off from Allegro a little longer I miss some discrete changes like ALLEGRO_CFG_SHADER_GLSL rename. Back to question. Process is rather simple:
You may ask why I'm not using CMake to do everything. At that time I know almost nothing about it and even today adding custom toolchain is black magic there. Only basics are covered by documentation. I guess that's whole story. "God starts from scratch too" |
Brendan.Murrell
Member #15,019
March 2013
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Does this update fix the issue with some programs crashing whenever you attempt o draw a bitmap to the screen(al_draw_bitmap_region(...);) on Windows 7? (My laptop has this issue and it shouldn't considering i used the installer(?)) When i had used allegro for my prgramming class, on the school computers it works fine and for everyone else it works fine, but i can't get the program to draw to the screen without it throwing out errors and throwing a fit. It complains with multiple "incompatibilities" and i wish i could get some help from someone? |
Peter Wang
Member #23
April 2000
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"the" issue? You make it sound like a known issue that everyone would be aware of. Provide a test case.
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Michał Cichoń
Member #11,736
March 2010
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OK. I updated Windows packages. Allegro is now compiled with shader support as promised. "God starts from scratch too" |
Jeff Bernard
Member #6,698
December 2005
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Peter Wang said: "the" issue? You make it sound like a known issue that everyone would be aware of. Provide a test case. It's almost 100% not an Allegro issue. Here's his thread on it. He referred to a bitmap by absolute path, but hasn't yet returned to the thread to see if using relative paths will fix his problem. -- |
Thomas Fjellstrom
Member #476
June 2000
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Edgar Reynaldo said: Sweet!!!~~~~~ Just built SVN too Geeze I hope not. That hasn't been used in a while. I wasn't aware the SVN repo still existed to be honest. -- |
Edgar Reynaldo
Major Reynaldo
May 2007
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Bah! I forgot you guys switched to git. You're screwing me all up... Now I have to learn how to actually use something! TortoiseSVN is so nice.... My Website! | EAGLE GUI Library Demos | My Deviant Art Gallery | Spiraloid Preview | A4 FontMaker | Skyline! (Missile Defense) Eagle and Allegro 5 binaries | Older Allegro 4 and 5 binaries | Allegro 5 compile guide |
Endgegner
Member #15,006
March 2013
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Michał Cichoń said: OK. I updated Windows packages. Allegro is now compiled with shader support as promised. Oh, for sure. Thanks for compiling! Edgar Reynaldo said: TortoiseSVN is so nice.... What about TortoiseGit then? |
torhu
Member #2,727
September 2002
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Doesn't GitHub provide an archive of the head revision? |
SiegeLord
Member #7,827
October 2006
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Allegro is hosted on sourceforge, not github. Sourceforge doesn't have this feature (it seems to have been disabled). That said, Elias has a mirror that's hosted on github where this trick will work: https://github.com/elias-pschernig/allegro5 "For in much wisdom is much grief: and he that increases knowledge increases sorrow."-Ecclesiastes 1:18 |
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