I was able to run all the examples on Win 64, but only using raylib 2.6 dll. The 3.0 gives this error on program start: "The program can't start because libgcc_s_seh-1.dll is missing from your computer..."
I saw BasicCoder2's similar error (with a different dll missing), but the 64-bit version was said not to have outside dependencies.
Are FB headers not yet compatible with 3.0?
The site and ReadMe indicate they are compatible. I don't know what the trouble is, then.New Example:
It would be nice to have a fb-translated example of scarfy
as part of the examples collection, to show loading and animating sprites from a texture. I will try to do this and contribute it.Important Addition:
Something I think very important for raylib to fit into the Basic spirit here, a function to get an FB.Image to GPU, like EasyGL2D had. The easiest solution I could think of was a conversion of FB.Image to raylib Image, but it seems beyond my capabilities. I did my best to look through raylib's use of stb_image.h
for a struct, and found this:
Code: Select all
// stbi__context structure is our basic context used by all images, so it
// contains all the IO context, plus some basic image information
stbi__uint32 img_x, img_y;
int img_n, img_out_n;
stbi_uc *img_buffer, *img_buffer_end;
stbi_uc *img_buffer_original, *img_buffer_original_end;
But I'm pretty lost in all that C code. The Image struct seems complex, perhaps because raylib supports several image formats. I don't know how to write the function to convert FB.Image.
I'm sure someone here would know how this might be done. :)Edit:
I may have been looking too deep. The struct is obviously defined here
struct Image; [20 bytes] // Image data pointer (RAM) and 4 data parameters
I assume it's a
ULong any ptr
(OS dependent) for the data pointer, now I need to know the 4 datas after that. I'll do more research. I wish it was fully described in that wiki. If I can get this to work I'll be pretty happy in my little (but challenging for me) endeavor. :)