08-11-20, 21:16 | #81 |
Tomb Raider Forums
Joined: Jun 2000
Posts: 61,624
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If you get joy from GLLara then I say go for it. Keeping those skills sharp might prove useful in the future.
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26-11-20, 21:48 | #82 |
Golden
Joined: Apr 2006
Posts: 16,751
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On the Version 0.2.10 is out at https://github.com/cochrane/GLLara/releases/tag/v0.2.10
This contains one single bugfix (and some minor behind-the-scenes stuff) that I've had ready for months, but I couldn't release it because Apple now requires (well, strongly encourages) you to upload all software to them first so they can check it for known malware, and if it's clear, digitally sign it and declare it safe. There's good and bad things to this concept, but the upload just plain didn't work on my computer for months. Turns out I had to delete a very obscure old folder to get it all running again. Weird. Edit to add: Oh wait, I just realised that this version also makes the app run natively on the new ARM-based Macs. Since I don't have one of those, I can't actually test that, so I'm just going to assume it's all good… Last edited by Cochrane; 26-11-20 at 21:55. |
03-12-20, 05:14 | #83 |
Member
Joined: Apr 2009
Posts: 3,226
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the route is the goal --- the path of greatness is different for everyone
What is in my mind:
- Using Metal - No backwards compatibility with all the models that GLLara could use (provide a external tool for converting meshes) Sure it is true, nobody cares about ... but if you like a challenge, then do it. |
03-12-20, 08:36 | #84 | |
Golden
Joined: Apr 2006
Posts: 16,751
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Quote:
Edit to add: I recently found out that I can see how many people have downloaded the app from Github, by going to https://api.github.com/repos/cochrane/GLLara/releases and then going through the JSON content and searching for "download_count". It seems like the latest version has 21 downloads already, even though I've hardly advertised that it exists, and that other versions have more than 1k, one even more than 2k downloads. Who are these people? What are they doing with the app? I genuinely expected the numbers to be at most a tenth of that. Last edited by Cochrane; 03-12-20 at 10:04. |
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03-12-20, 12:32 | #85 | |
Member
Joined: Apr 2009
Posts: 3,226
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Not that bad.
nice finding: Quote:
Last edited by XNAaraL; 03-12-20 at 12:34. |
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06-04-21, 14:53 | #86 |
Golden
Joined: Apr 2006
Posts: 16,751
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Version 0.2.11 is out! Get it at https://github.com/cochrane/GLLara/releases/tag/v0.2.11
This fixes two bugs. First of all, the "Shadeless" shader wasn't working anymore since some refactoring. The other issue is that TGA files with an all-zero alpha channel weren't being loaded properly, for complicated reasons that I've explained in a blog post. I am thinking about doing more work on this app, just for fun; my main interest right now is glTF support. But it's also possible that I'll loose interest soon, so I figured I'd push out these bug fixes as their own release ahead of any potentially problematic feature updates. |
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