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Program Announcements / Odyssey-Creators - PurePLUGIN 1.5 is out

Author
Message
Freddix
AGK Developer
21
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 8th Mar 2008 22:56 Edited at: 8th Mar 2008 22:57


Hi All,

I'm happy to announce you that PurePLUGIN 1.5 is now out and available to all registered users.
(all of them should have now received an e-mail with download instructions)

Here are the news from this release :
PurePLUGIN 1.5 Upgrade:
-----------------------
- Updated to handle eXtends 1.3 and eXtends 1.4 (compatibility for any versions)
- Added support for DarkSIDE plugin pack.
- All includes for commands file are now in an external file to reduce main plugin DLL .pb file size.
- If PurePLUGIN is not installed when using your plugin, error message will now request to download pureplugin from Odyssey-Creators website.
- Added support for DarkBASIC Professional U6.7 functions: ?D3DDeviceLost@@YAXXZ and ?D3DDeviceNotReset@@YAXXZ
- Upgraded Griffirrs 's PPFixer tool to handle PurePLUGIN 1.5 changes.
- Updated PurePLUGIN Samples to use 1.5 changes including U6.7 and Dependencies system.

For those that simply use DarkBASIC Professional plugins that are PurePLUGIN dependant, you can download the updated redistributable PurePLUGIN.DLL from here :
Click here to download the redistributable file

For those that don't exactly know what PurePLUGIN SDK is, you can download our PureSCROLLING plugin sample (contain the PureSCROLLING.dll source) from here :
Click here to download the PureSCROLLING sample

Regards,
Frederic Cordier
Odyssey-Creators
http://www.odyssey-creators.com

Gandalf said: "All we have to decide is what to do with the time that is given to us"
Odyssey-Creators - X-Quad Editor - 3DMapEditor
Duffer
21
Years of Service
User Offline
Joined: 9th Feb 2003
Location: chair
Posted: 16th Mar 2008 13:09
@ Freddix - excellent, thanks.

You know how you have to call this plugin in your dba and put some null functions in as well - is there any way to avoid this in a future release? not essential, true, but would be nice...

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Freddix
AGK Developer
21
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 16th Mar 2008 13:24 Edited at: 16th Mar 2008 13:26
(it's already available)

Now, it's no more needed to call the PurePLUGIN.dll function to make it be included by DarkBASIC Professioanl compiler.

Check the PureSCROLLING sample.
It uses DarkBASIC Professional compiler's DLL dependencies system.
The plugin itself force compiler to include the needed DLL ...

You can do this for your own plugin.
PurePLUGIN.DLL is always needed but it will be included in background by the compiler without the need to call a function from it.

Gandalf said: "All we have to decide is what to do with the time that is given to us"
Odyssey-Creators - X-Quad Editor - 3DMapEditor
Duffer
21
Years of Service
User Offline
Joined: 9th Feb 2003
Location: chair
Posted: 28th Jun 2008 20:35
@ Freddix,

Let's say I produced a 3d object and wanted to include it in a shared purebasic dll to be used in DBPro ie. object file gets wrapped up in dll and not outside it - is there anyway to do this in purebasic?

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Duffer
21
Years of Service
User Offline
Joined: 9th Feb 2003
Location: chair
Posted: 12th Jul 2008 20:42
Ping

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Duffer
21
Years of Service
User Offline
Joined: 9th Feb 2003
Location: chair
Posted: 23rd Jul 2008 22:57
ping ping

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Freddix
AGK Developer
21
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 24th Jul 2008 01:06
I think you can include it in 2 separate things.
1. The object MESH
2. The Object texture in RAW format (memblock image format)
Include the files within your PurePLUGIN DLL with this command in the DATASECTION :

; **************************************************************
DataSection
TEXTURE: IncludeBinary "Medias\Flame.raw" ; Note the size to use it for memblock transfert
MESH: IncludeBinary "Medias\snow.raw" ; Note the size to use it for memblock transfer
EndDataSection

After this simply create memblock of the good size for your image, create image from memblock, create a second memblock for the mesh and create the mesh from memblock using the freshly created texture.

I hope this explanation will help you.

Regards,
Fred

Gandalf said: "All we have to decide is what to do with the time that is given to us"
Odyssey-Creators - X-Quad Editor - 3DMapEditor
Duffer
21
Years of Service
User Offline
Joined: 9th Feb 2003
Location: chair
Posted: 25th Jul 2008 00:34 Edited at: 25th Jul 2008 00:35
@ Freddix - brilliant thanks - only one question - what is the RAW format? how do I convert a .x or .3ds geosphere mesh into something that can be include binary? (thanks in advance)

[edit] - also, how do I note the size for both the mesh then the texture and how do I shift each binary include into a memblock? cant figure it out...

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Freddix
AGK Developer
21
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 25th Jul 2008 01:45
In fact, both convertion must be done with DBPro.
Create Memblock From Mesh
Create Memblock from Image
(save memblock and use the saved file in your DLL)
Do the reverse when use in DBPro from your DLL ...

Gandalf said: "All we have to decide is what to do with the time that is given to us"
Odyssey-Creators - X-Quad Editor - 3DMapEditor

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