We know that the Pandora can handle >64k colours, so just shortcut that procedure and return true in Test64kColors. Should do the trick.function Test64kColors:boolean;
{testa se video tem 60k cores }
begin
Test64kColors:=True;
end;
yeah i experimented it...it's very annoyingevery time I build a project, it rebuilds the LCL, every single bit of it. On my CC pandora, this can take a few minutes at least!
I have compiled latest Lazarus version (1.4.0).Been messing with this for various projects I have on the go, and it's getting a tad annoying - every time I build a project, it rebuilds the LCL, every single bit of it. On my CC pandora, this can take a few minutes at least!
Any idea why it does that, and if there's anything I can do about it?
D.
i tried adding the libs (GL.so.1 GLU.so.1 etc) in the fpc/dir where are also the other libs but nothing,Compile Project, Target: openglcontrol_demo: Exit code 1, Errors:1
ld --dynamic-linker=/lib/ld-linux.so.3 -L -o openglcontrol_demo link.res
ld.bfd: warning: link.res contains output sections; did you forget -T?
ld.bfd: cannot find -lGL
openglcontrol_demo.pas(34,0) Error: Error while linking
DISPLAYSTRIDE := Width * 4;
SetLength(PixArray, Width * Height * 4);
DISPLAYPOINTER := @PixArray[0];
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
glClearColor(0, 0, 0, 0);
glClearDepth(1);
glViewPort(0, 0, Width, Height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity;
glOrtho(0, Width, Height, 0, 1, -1);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_TEXTURE_2D);
glLoadIdentity;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Width, Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, DISPLAYPOINTER);
glTexParameterI(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterI(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glEnable(GL_TEXTURE_2D);
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity;
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, DISPLAYWIDTH, DISPLAYHEIGHT, GL_BGRA, GL_UNSIGNED_BYTE, @PixArray[0]);
glBegin(GL_QUADS);
glTexCoord2D(0, 0); glVertex2D(0, 0);
glTexCoord2D(1, 0); glVertex2D(DISPLAYWIDTH, 0);
glTexCoord2D(1, 1); glVertex2D(DISPLAYWIDTH, DISPLAYHEIGHT);
glTexCoord2D(0, 1); glVertex2D(0, DISPLAYHEIGHT);
glEnd;
SDL_GL_SwapBuffers;