Sergio, there is no special installer for Lazarus. But it should be installed and work, otherwise fix problems and edit the installation help.
Maybe I understood better now. My doubt is,. When I install GLZscene it can be used with Lazarus ?
I use GLXscene . Where is the installer for GLScene for Lazarus ? I could not find in SourceForge . Can you give me the link
Thanks Pavel, I don't know about the design time problem but for me the problem occurred when reading a 3ds file I saved from Blender years ago. Then, a few months ago the 3ds file could no longer be loaded and I recently located that the problem was the shininess property. There must have been a change in the code at some point? No errors were thrown so the error was not easy to locate. When debugging, I could see that the shininess value read from the file was in the thousands. I have no idea where...
Thank you Pavel, I'm not so used to collaborate with teams and git, so I've missed this feature. I will add other adds/changes and I will describe here what they do. Silverio
Thank you Pavel, I'm not so used to collaborate with teams and git, so I've missed this feature. I will add other adds/changes and I will describe here what they do.
Shine world, Yes, NativeInt must be used not only in GLS.Scene but in all other units also. Instead changes in your fork you could include your improvements and fixies in https://github.com/glscene/GLXEngine/pulls I will add it later to the glxengine's trunk. Pavel
Shine world, Yes, NativeInt must be used not only in GLS.Scene but in all other units also. Instead changes in your fork you could include your improvements and fixies in https://github.com/glscene/GLXEngine/pulls I will add it later to trunk. Pavel
In the first commit ( https://github.com/shineworld/GLXEngine/commit/c9d92b97b76f4567b92da8f99f6c3df9432b39fa ) I modified two things: 1] With the new compiler, TList and Inherited, it changed the type for Index from Integer to NativeInt, so I created the TListSize type so as to accommodate the two versions and avoid any incompatibility. 2] Each object in the scene has the ability to display axes, as infinite dashed lines. In my case I often need to display even a single axis, to be able to change...
In the first commit ( https://github.com/shineworld/GLXEngine/commit/c9d92b97b76f4567b92da8f99f6c3df9432b39fa ) I modified two things: 1] With the new compiler, TList and Inherited, it changed the type for Index from Integer to NativeInt, so I created the TListSize type so as to accommodate the two versions and avoid any incompatibility. 2] Each object in the scene has the ability to display axes, as infinite dashed lines. In my case I often need to display even a single axis, to be able to change...
Hi everyone, I have been using GLXEngine for a while now and would like to share some, albeit small, changes I have made to better align the library's functionality with my needs. I'll leave it to the project managers to decide if there is any interest in including them in the original package. Not knowing how to proceed, I have fork the library in github and will include the changes as commits. Many features are not built into the library itself but as additional units. I always leave all decisions...
Lars, we have a GLS.Material range limited to TGLShininess = 0..128, so the code will have a compiler error if the value is out of range during the design time, but the fix if (TmpShininess >= 0) and (TmpShininess <= 128) then Shininess := TmpShininess else Shininess := 0; in GLS.File3DS may be justified for binaries. Done. Check out the glsl DiffuseShader demo, for example. Pavel
Range shininess fixed
Hi, I think I have located a bug. In unit GLS.File3DS, at line 1536, shininess is assigned directly as a result of the MaxInteger function. However, shininess is limited to 0..128 (TGLShininess = 0..128), and if the result of MaxInteger is outside that range the code simply fails without and error. To fix it, I have added code to first read to a temporary variable and then check the range before assigning. I don't have rights to do the change in the code base, so could someone fix ths? function GetOrAllocateMaterial(materials:...
Hi Pavel . It is always a pleasure to read from you. GLScene / GXScene that I am using are the best in the world even without any additional component. I am succeding to use it. Thank you very much
Hi, Sergio. Sorry that no one answered some of your difficult questions. Maybe you're working with a previous version of the scene and studio, and there are problems with that. I only have time to upgrade GLScene to the latest Rad Studio, and even then it's usually delayed. Everyone is busy with their own tasks rather than the engine. We need to create new components, such as TGLTerraGlobe and TGLPlanet, which can load and procedurally generate texture maps while moving objects. A spherical relief...
Dear friends, This is a goodbye. I want to express my gratitude to GLScene/ GLXScene forums , and the invaluable help I have received from Eric, Pavel Vassiliev, Pascal, and a few others (whose names I won't search in previous posts). I learned a lot from you. Sadly, over time, I've noticed that many others in the community are only focused on solving their own problems rather than offering help to others. At 71’s, I’ve learned that those who don’t help others rarely reach the top. In the last 2...
updated and synced
updated and sync externals
updated and sync with github
updated and sync examples
Updated and sync with github
Hey Lars, Thanks for that - it's saved me days of effort. I got wrapped up in another issue that's needing sorted first. I was struggling to get sensible data from some TIFFs, but I think it's because they're way over the 4Gb limit and have been saved as BigTIFFs, so I need a Delphi unit/library that handles BigTIFF. Some months are just like the labours of Sisyphus .... Eric
Hi Eric, I struggled with this as well when I first implemented the TGLTerrainRenderer many years ago. It is not logic at all, but you need to normalize the vertical scale of TGLTerrainRenderer with the actual range of your data. The procedure below is taken out of context, but I think you can see what it is doing. procedure TGridTerrain.UpdateHDSScale; var HDSMaxAbsValue : Double; begin inherited; HDSMaxAbsValue := 32767; if (Grid.MaxValue - Grid.MinValue) <> 0 then begin if Abs(Grid.MaxValue) >...
Hi, So, at the moment, I have GeoTIFF files and I'm using TGLHeightField to display the grid and create a DEM. The GeoTIFF files are huge and the performance of TGLHeightfield has fallen offa cliff, so I'm looking at TGLTerrainRenderer instead. TGLHeightTileFileHDS seems to be perfect for what I need to do, so I'm trying to create the HTF file from the TIFF using TGLHeightTileFile. When trying to add the height value, my data consists of Single values, but TGLHeightTileFile.CompressTile(x, y, ts,...
Hello, How can I achieve the camera movement so that there is a point in the world (not in the screen center, camera does not have target), and the camera rotates and moves (based on mouse delta) in orbit around the target so that the point always remains on the exact same spot in the screen? I'm using the Cadencer to calculate cursor delta and rotate the camera, but I can't position the camera properly, where do I even get the projection matrix from when the render context does not exist yet?
I did not get an answer to this question but I learned something that maybe is a reason for the few answers we see in the posts, on the contrary of what ocurred in the past. Possibly many of you already do this but here is an exaxample using ChatGP.T. I wanted an alternative way to create a triangular mesh of a rectangular shaped beam . Then I waent to CHAT GPT and typed " GLscene delphi code to create a triangukar nesh of a rectangular shaped beam". I got a good code . If you want to go deeper in...
I did not get an answer to this question but I learned something that maybe is a reason for for the few answers we see in the posts, on the contrary of the past. Possibly many of you already do this but here is an exaxample; I wanted an alternative way to create a triangukar mesh of a rectangular shaped beam . Then I waent to CHAT GPT and typed " GLscene delphi code to create a triangukar nesh of a rectangular shaped beam". I got a good code . If you want to go deeper go to the end part on NOTES...
Why do I get error “undeclared identifier “TriangleIndices ” in the line v1 := Mesh.Vertices[Mesh.TriangleIndices[i * 3]]; ? Code and USES below uses SysUtils, Classes, Graphics, Controls, Forms, ComCtrls, StdCtrls, ExtCtrls, dialogs,system.math, Winapi.Windows, GLS.ArchiveManager, GLS.SimpleNavigation, GLSL.CustomShader, GLSL.Shader, GLS.AVIRecorder, GLS.Material, GLSL.LineShaders, GLS.VectorFileObjects, GLS.Collision, GLS.FBORenderer, GLS.Objects, GLS.Scene, GLS.HUDObjects, GLS.SpaceText, GLS.MultiPolygon,...
Hi friends. I think I am using the more recente version of GLscene (see my USES below) When I compile the Procedure below - to save a freeform as STL - I get the error message - Undeclared identifier: 'TriangleIndices' - in this line v1 := Mesh.Vertices[Mesh.TriangleIndices[i * 3]]; Can you help me with the right code. //////////// the code ////////// USES (without errors ) SysUtils, Classes, Graphics, Controls, Forms, ComCtrls, StdCtrls, ExtCtrls, dialogs,system.math, Winapi.Windows, GLS.ArchiveManager,...
Hello, I may contact you because I have an issue when installing "GLXEngine v2025" on "Delphi 12.3 update 3" and "12.3 May Patch". Regarding, README.md, I followed these steps: 2. Run _setupDLL_admin.cmd to support external dynamic libraries 3. Configure the IDE settings and paths to source and sourcex 4. Open GLScene & GXScene group projects, compile and install components When compiling my project using GLScene components I have a message error because Stage.Defines.inc file is missing. Do you...
Hello, I may contact you because I have an issue when installing "GLXEngine v2025" on "Delphi 12.3" update 3 and "12.3 May Patch". Regarding, README.md, I followed thses steps: 2. Run _setupDLL_admin.cmd to support external dynamic libraries 3. Configure the IDE settings and paths to source and sourcex 4. Open GLScene & GXScene group projects, compile and install components When compiling I have an error message because Stage.Defines.inc file is missing. Do you have any idea how to solve that ? ...
Hi, i want to know the version of GLScene, that compatible to version of lazarus. Anyone knows? thanks Rergards Tbk
Hallo, i still facing with this problem. I've tried using this: LoadFromTextFile(FileOpen1.Dialog.FileName); , but still get the same problem. is there a solution to this problem? Regards Tbk
Hi, Yes, that's how I've been telling people to resolve this, but was just hoping there might be a programming option I can use so they don't need to.
Windows can set desired GPU for every program.
I have both an integrated Intel GPU and a dedicated Nvidia and occasionally run into problems when the Intel card is the primary one - users report grey blocks overlaying part of the application and an inability to click certain areas. These go away when you switch to the Nvidia card, so I was wondering if this selection can be done programatically in the application, perhaps when you create the Rendering Context on initialization? TLDR: Can you select the graphics card to use from within the ap...
Where are the units to acces this in GXscene ?
I think the answer is in this post I found by chance https://sourceforge.net/p/glscene/discussion/Help/thread/9151164c/?limit=25#439c
Is there an updated version of GLfileSTL. The one I downloaded seems to use previous names units, for example,ApplicationFileIO, GLCrossPlatform. Do you know any demo showing the application of this unit to export scene to STL ? Do you know any table showing the correlation between previous names and current ones ? Thanks in advance
Is there an updated version of GLfileSTL. The one I downloaded seems to use previous names units, for example,ApplicationFileIO, GLCrossPlatform. Do you know any demo showing the application of this unit to export scene to STL ? Do you know any table showing the correlation between previous names and current ones ? Thanks in advance //////////////////////////////////////////// // // This unit is part of the GLScene Project, http://glscene.org // {: GLFileSTL Support-code to load STL Files into TGLFreeForm-Components...
Hi Pavel. I installed well without removing my old GLScene. Should I remove previous GLScene? It is working although some demos present errors possibly because I am missing to adjust configurations and maybe paths. I think I can do it The main doubt is that I see that there are files GLS.File STL and also GXS.FileSTL. Are they alternatives ? In other words ... should I replace in my code my GLS units by the GXS ones For example replace USES....... GLS.SimpleNavigation, GLS.Texture,, ..GLS.FileSTL...
Hi Pavel. I installed well withiut removing my old GLScene. Should I remove previous GLScene? It is working although some demos present errors possibly because I am missing to adjust configurations and maybe paths. I think I can do it The main doubt is that I see that there are files GLS.File STL and also GXS.FileSTL. Are they alternatives ? Do you know any demo showing how to export a scene to STL file using GLS.FileSTL ?
Hi Pavel . Very nice to read from you. After some time do not changing my codes I am now going through GLScene. I will install GLXEngine now and comment. Seems to be an important evolution of GLScene. The reason for the changes I need to do is that I have a code in which I produce my objects with GLScene without problems. .I can create my objects in a parametric way just changing dimensions. By other reasons I need to transform my scenes in CAD STL files to avoid changing CAD drawings each time something...
Hi Pavel . Very nice to read from you. After some time do not changing my codes I am now going through GLScene. I will install GLXEngine now and comment. Seems to be an important evolution of GLScene. The reason for the changes I need to do is that I have a code in which I produce my objects with GLScene without problems. .I can create my objects in a parametric way just changing dimensions. By other reasons I need to transform my scenes in CAD STL files to avoid changing CAD drawings each time something...
Hi Pavel . Very nice to read from you. After some time do not changing my codes I am now going through GLScene. I will install GLXEngine now and comment. Seems to be an important evolution of GLScene. The reason for the changes I need to do is that I have a code in which I produce my objects with GLScene without problems. .I can create my objects in a parametric way just changing dimensions. By other reasons I need to transform my scenes in CAD STL files to avoid changing CAD drawings each time something...
Hi Pavel . Very nice to read from you. After some time do not changing my codes I am now going through GLScene. I will install GLXEngine now and comment. Seems to be an important evolution of GLScene. The reason for the changes I need to do is that I have a code in which I produce my objects with GLScene without problems. .I can create my objects in a parametric way just changing dimensions. By other reasons I need to transform my scenes in CAD STL files to avoid changing CAD drawings each time something...
Sergio, why do you use an old units? More updated versions you can find at https://github.com/glscene/GLXEngine and if you improve something then test with demos and send a pull request there.
Is there an updated version of GLfileSTL. The one I downloaded seems to use previous names units, for example,ApplicationFileIO, GLCrossPlatform. Do you know any demo showing the application of this unit to export scene to STL ? Do you know any table showing the correlation between previous names and current ones ? Thanks in advance //////////////////////////////////////////// // // This unit is part of the GLScene Project, http://glscene.org // {: GLFileSTL Support-code to load STL Files into TGLFreeForm-Components...
Is there an updated version of GLfileSTL. The one I downloaded seems to use previous names units, for examplem for exampleApplicationFileIO, GLCrossPlatform. Do you know any demo showing the application of this unit to export scene to STL ? Do you know any table showing the correlation between previous names and current ones ? Thanks in advance //////////////////////////////////////////// // // This unit is part of the GLScene Project, http://glscene.org // {: GLFileSTL Support-code to load STL Files...
Do you have an example of code showing how to export to STL ?
Hi friends. In my working Delphi + GLScene code I construct scenes like in the figure below without problems. I never needed before to export these scenes to a CAD format like STL. Now I am using , for other purposes, the free tool OpenFOAM CFD. One of the input data needed in that tool are CAD files (STL in my case). As I have the meshes ready in GLScene I want just to save most objects of the scene separately as STL. So I need to generate 9 STLs as I show in the code attached (3 freeform “conductors”...
Yes, it should be a setup.md file with all links there, write it as patch on github and you will be added as contributor. Salute.
Thank you for support. PS: would be nice to know the source site of DLLs.
Ok, Now you may install all packages from https://github.com/glscene/GLXEngine/tree/master/bpl If not directly from there then ... users of the C++ Builder Personality need to copy the compiled .bpl packages from ../GLXEngine/bpl directory to a folder C:\Users\Public\Documents\Embarcadero\Studio\23.0\Bpl then add them and install to palette. Run Examples for C++Builder. Try it.
Ok, Now you may install all packages from https://github.com/glscene/GLXEngine/tree/master/bpl If not directly from there then ... users of the C++ Builder Personality need to copy the compiled .bpl packages from ../GLXEngine/bpl directory to a folder C:\Users\Public\Documents\Embarcadero\Studio\23.0\Bpl then add them and install to palette. Run Examples for Delphi or C++Builder. Try it.
Oops, I've added dlls to externals on GitHub, thanks. Due to long time of updating of the trunk here will be only releases further at sf.
With release tag v2.5 any external dll was removed from repository. There is yet the scripts to install them but dll files was deleted.
Hi, I've two questions: 1. Wich are the best values properties of Camera for a simple 2D view (like a 2D CAD)? 2. What code should I write to zoom centered on the mouse position? Thanks a lot :)
The order in the GLScene component object list sometimes plays a role, try moving the sprite to the top
My request was about the HUD Sprite of axis origins (tree arrows), which draw a gray border around the arrows objects instead to be full transparency.
If all .stl separated models correctly visualized then there is something wrong in your vm.json file. Try to change signs for " direction" in axes for .stl details. Or combine them in one model in some 3d editor.
Hello It was nice to have BPLs already available in version 2.2, but again not in 2.4 As a BuilderC++ Community user, I cannot compile/install the packages beacuse I do not have a Delphi personality. And I cannot install Delphi w/o removing Builder, a nightmare.... Can you please include the generated BPL directory and the populated include directories for poor men like me? Thank you Jesus/Spain
Hello It was nice to have BPLs already available in version 2.2, but again not in 2.4 As a BuilderC++ Community user, I cannot compile/install the packages beacuse I do not have a Delphi personality. And I cannot install Delphi w/o removing Builder, a nightmare.... Can you please include the generated BPL directory and the populated include directories for poor man like me? Thank you Jesus/Spain
I've tried to add an Axis origin using the HUD Sprite but the axes arrows show always a grey ghost in the borders (see screenshot.png image). There is a reasonable reason why this happen ? Thank you for any suggestion. PS: use mouse wheel to zoom +/- in the attached sample
I've tried to add an Axis origin using the HUD Sprite but the axes arrows show always a grey ghost in the borders (see screenshot.png image). There is a reasonable reason why this happen ? Thank you for any suggestion.
Then I think you should use GeoTIFF format instead for such big sizes or try TImage32 from glscene/external/graphics32, and as option divide your image using splitter https://sourceforge.net/p/glscene/code/HEAD/tree/trunk/Examples/AdvDemos/Archipelago/Splitter/ like in Archipelago advdemo. Pavel
Then I think you should use GeoTIFF format instead for such big sizes or try TImage32 from glscene/external/graphics32 Pavel
I'd like to display some TIFF files, so I looked at the MultiTexture demo, which works for really small files, but I quickly run into an Out Of Memory error. Is there any way to load and display images that could exceed 28442x32184 pixels in size?
Upgraded to v.2.5
Upgrade to v.2.5
Updated GLSysHelp
Just found out the problem is only on x64 (Delphi target platform)
Hi folks, I am relatively new to GLScene and have a problem with “TGLNaviCube”. As soon as the cadencer is called, I get the message “Unabled to create pbuffer's DC.” :( I don't know what's going wrong. Regards Skywalker
Updated demos in branches
Returned sdl dpk
OK
Hi and thanks Pavel. Easy after we know how. Know I know. This weekend I will sit down through the code. Just after I will write you. I think mre ahead I will give suggestionsWrite you soon
sf don't want to change the new image with the same name.
Hi Sergio, you can simply clone the git repository https://gitverse.ru/glscene/AstrobloQ to your comp, e.g. in the d:\AstrobloQ.git folder, but make changes in another working folder d:\AstrobloQ. Then use BeyondCompare 4 to make patches. You can work on different projects separately without need to make branches, that only complicates the development. Add autogeneration of habitat, relief, seas, climate and weather depending on the type and parameters of exoplanets (change flora and fauna, the NASA...
Hi Sergio, you can simply clone the git repository https://gitverse.ru/glscene/AstrobloQ to your comp, e.g. in the d:\AstrobloQ.git folder, but make changes in another working folder d:\AstrobloQ. Then use BeyondCompare 4 to make patches. You can work on different projects separately without need to make branches, that only complicates the development. Add autogeneration of habitat, relief, seas, climate and weather depending on the type and parameters of exoplanets (change flora and fauna, the NASA...
Hi Sergio, you can simply clone the git repository https://gitverse.ru/glscene/AstrobloQ to your comp, e.g. in the d:\AstrobloQ.git folder, but make changes in another working folder d:\AstrobloQ. Then use BeyondCompare 4 to make patches. You can work on different projects separately without need to make branches, that only complicates the development. Add autogeneration of habitat, relief, seas, climate and weather depending on the type and parameters of exoplanets (change flora and fauna, the NASA...
Hi Pavel. I will download and install . I am ready to collaborate. I am trying to find the GREEN BUTTON <> to download the complet stuff in the link in Russian . Even with Google translator I did not find. Which button is ? About the code to simulate waves, I do not have any. In that my code I am trying to use someone which is ready to use; The one Omar showed is great but not GLscene.. I need something that I can use inside my GLScene code
Hi Pavel. I will download and install . I am ready to collaborate. I am trying to find the button to download the comple stuff in the link (in Russian) . Even with Google translator I did not find. Which button is ? About the code to simulate waves, I do not have any. In that my code I am trying to use someone which is ready to use; The one Omar showed is great but not GLscene.. I need something that I can use inside my GLScene code
Sergio, do you have a code to simulate sea waves on a sphere, the surface of an exoplanet, with a sailboat and other ships navigation? I am looking for delphi programmers to further development of the Biosphere and be included in the GalaxyMW team - https://gitverse.ru/glscene/AstrobloQ , the simulator of galaxy habitability and communications.
Omar, I remember you had a good app called Funny Planet. Does it have waves and a sailboat floating on the surface of the planet? I have an app in development called Biosphere, based on an old version of Dave Kerr's AI Planet, it really needs sea waves on the surface of a free form planet with sailboats and other ships. A fleet in the technosphere of terrestrial exoplanet. Portuguese language support can be added to the ..AstrobloQ\locale\pt\ LC_MESSAGES\galaktika.mo file for Brazilian users. But...
Hello Omar. Very useful information. I am studying the possibilities. In this moment I think the best for me will be to try to do what I need inside GLScene, even not so well as in your demo. Actualy in my case the "wind forces " are not the key. I think I will be able to do what I need . Will post something in the near future. I understood well your explanation. I do not want to go using CFD. It is more powerful than I need. By this reason I developed my simpler engineering software SwitchgearDesign...
note that SailboatDemo is not a GLScene app. It uses Firemonkey 3D platform. On fmx 3d there is no dedicated UI interface for the 3d scene. 3D objects are part of form components ( 3d viewport childs). FMX 3d platform dev seems to be slow. A few projects use it, from what I see. One exception is GBE3D by Grégory Bersegeay, a set of components including dynamic grids like the wave surface. On the sail model on OPYC app, I used formulas similar to "thin airfoil theory" to calculate each sail segment...
note that SailboatDemo is not a GLScene app. It uses Firemonkey 3D platform. On fmx 3d there is no dedicated UI interface for the 3d scene. 3D objects are part of form components ( 3d viewport childs). FMX 3d platform dev seems to be slow. A few projects use it, from what I see. One exception is GBE3D by Grégory Bersegeay, a set of components including dynamic grids like the wave surface. On the sail model on OPYC app, I used formulas similar to "thin airfoil theory" to calculate each sail segment...
Hi Pavel. Thank you very much. So easy to read the comtents with the debugger. I did not think on this. In the past I learned to create meshes in the code like the attached but never study properly how to go from 3D models in Blender or Freecad and convert them to meshes to import from GLScene (more or less like in IntensityMesh demo). Now I will go deep to do this . Soon I will post a demo and ask more questions.
Sergio, you can look at the data in the debugger and make sure there are no Japanese symbols. You can re-save this data there to a text CSV file. Again, this is like an isosurface (2D to 3D), and the real volumetric 3D data are voxels, which are usually processed to build isosurfaces using the marching cubes algorithm. Perhaps in your case it will be enough to use only a model of a thin-walled ship structure, but usually, for an accurate calculation of stresses and strength, a volumetric model with...
Thanks
I never understood well the use of .data files to use in the MeshObjects. Now I am trying to learn about. My IntensityMesh demo is working correctly, I tried to read what is inside the IntensityMesh.data file using notepad. I imagine that we have there a cloud of points with the coordinates, colours, etc. It took some time and after I could read a text with Japanese symbols. I remember that in the past I could see the data inside this same file in understandable letters. FIRST QUESTION: is there...
I never understood well the use of .data files to use in the MeshObjects. Now I am trying to learn about. My IntensityMesh demo is working correctly, I tried to read what is inside the IntensityMesh.data file using notepad. I imagine that we have there a cloud of points with the coordinates, colours, etc. It took some time and after I could read a text with Japanese symbols. I remember that in the past I could see the data inside this same file in understandable letters. FIRST QUESTION: is there...
2D or 3D: If you have a 3D equation like XX+ YY + ZZ=1 if you wish to draw it 3D you can plot based on Z=sqrt (1 - XX - Y*Y )
Great material Pavel, thanks. I will go through it and the Plot3D code. I will write you next week. I see that what I need is here. The "superformula" for quadrics can be used with the righrt parameters to generate many-many forms. This article here is interesting https://github.com/bmlklwx/EMS-superquadric_fitting
There is Maple Plot3D, but also actually 2.5D for f(x,y) not f(x,y,z) functions. f(x,y)
Oh, no it's examples from Plot2D.exe with f(xy) functions and Plot3D having f(xyz) not implemented yet, only in plans. Look at explanation pdf in attachment. Plot2D.exe