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<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Recent posts to Open Discussion</title><link>https://sourceforge.net/p/glscene/discussion/General/</link><description>Recent posts to Open Discussion</description><atom:link href="https://sourceforge.net/p/glscene/discussion/General/feed.rss" rel="self"/><language>en</language><lastBuildDate>Wed, 04 Feb 2026 16:57:39 -0000</lastBuildDate><atom:link href="https://sourceforge.net/p/glscene/discussion/General/feed.rss" rel="self" type="application/rss+xml"/><item><title>GLScene 2025 Install 64-bit unsuccessful</title><link>https://sourceforge.net/p/glscene/discussion/General/thread/59c6eb0a70/?limit=25#1138</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;John, please use only GLScene 2.2 version for Win32, but GXScene is being developed for Win64.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Pavel Vassiliev</dc:creator><pubDate>Wed, 04 Feb 2026 16:57:39 -0000</pubDate><guid>https://sourceforge.netc732aab810380af7a8911c66f419aaf903ff8ec0</guid></item><item><title>GLScene 2025 Install 64-bit unsuccessful</title><link>https://sourceforge.net/p/glscene/discussion/General/thread/59c6eb0a70/?limit=25#435f</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;Hello All,&lt;br/&gt;
I was unable to install the 64-bit version of GLScene.&lt;br/&gt;
&lt;strong&gt;SPECIFICS&lt;/strong&gt;:&lt;br/&gt;
&lt;strong&gt;Delphi version&lt;/strong&gt;: community edition 12 Version 29.0.52631.8427&lt;br/&gt;
&lt;strong&gt;GLScene zip&lt;/strong&gt;: GLXEngine_v2025_as_GLScene_GXScene_v2.5&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;What Works:&lt;/strong&gt;&lt;br/&gt;
the 32 bit download installs as expected as per PDF instructions&lt;br/&gt;
1. open project, &lt;br/&gt;
2. compile each RT (run-time) &lt;br/&gt;
3. install each DT (design-time) &lt;/p&gt;
&lt;p&gt;in the project manager we see both the folder and install icons. when right-clicking DT, in the pop-up menu we see the install menu option. &lt;br/&gt;
before install the icon is green then when installed it turns blue. &lt;br/&gt;
when right-clicking on the DT we see both install and uninstall&lt;br/&gt;
Refer to images &lt;strong&gt;32-bit install.jpg&lt;/strong&gt; and &lt;strong&gt;32-bit post install pop-up.jpg&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;What does not work&lt;/strong&gt;&lt;br/&gt;
the 64 bit install does not install&lt;br/&gt;
what was done&lt;br/&gt;
1) open the GLScene project &lt;strong&gt;GLSEngine.groupproj&lt;/strong&gt;&lt;br/&gt;
NOTE: a 64 bit groupproj was not found&lt;br/&gt;
2) for each RT and DT change target platform to 64 bit modern&lt;br/&gt;
NOTE: when doing that the install icon for the DT change to a folder icon, and the install option is not shown in the pop-up menu&lt;br/&gt;
3) compile first RT&lt;br/&gt;
NOTE: during compile  we get an error saying one of the pas files is not there&lt;br/&gt;
5) try to install DT --&amp;gt; can't no install option&lt;/p&gt;
&lt;p&gt;I want to move from 32 bit to 64 bit application.&lt;br/&gt;
Clear instructions would be much appreciated.&lt;/p&gt;
&lt;p&gt;thank you in advance and best regards&lt;br/&gt;
sincerely&lt;br/&gt;
john&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">John Kidikian</dc:creator><pubDate>Wed, 10 Dec 2025 18:27:32 -0000</pubDate><guid>https://sourceforge.net1c7bd1e88a9475a57fc38554164e4206f75723e8</guid></item><item><title>Possible bug in GLS.File3DS</title><link>https://sourceforge.net/p/glscene/discussion/General/thread/003af6445d/?limit=25#308f</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;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 that comes from but because of the missing range check the code failed.&lt;br/&gt;
Lars&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">lnebel</dc:creator><pubDate>Thu, 07 Aug 2025 11:17:05 -0000</pubDate><guid>https://sourceforge.net4e14fbbd2016d709b3af3e9b4839495da14ca45d</guid></item><item><title>My 5 cents to the GLXEngine project</title><link>https://sourceforge.net/p/glscene/discussion/General/thread/06b77a7957/?limit=100#bf69</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;Thank you Pavel, I'm not so used to collaborate with teams and git, so I've missed this feature.&lt;br/&gt;
I will add other adds/changes and I will describe here what they do.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">shine world</dc:creator><pubDate>Thu, 07 Aug 2025 09:18:58 -0000</pubDate><guid>https://sourceforge.netdee653b4f0c4bcbdaf7a67fa519d2e13d2e59301</guid></item><item><title>My 5 cents to the GLXEngine project</title><link>https://sourceforge.net/p/glscene/discussion/General/thread/06b77a7957/?limit=25#83f6</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;Shine world,&lt;br/&gt;
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 &lt;a href="https://github.com/glscene/GLXEngine/pulls" rel="nofollow"&gt;https://github.com/glscene/GLXEngine/pulls&lt;/a&gt;&lt;br/&gt;
I will add it later to trunk.&lt;br/&gt;
Pavel&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Pavel Vassiliev</dc:creator><pubDate>Thu, 07 Aug 2025 08:42:43 -0000</pubDate><guid>https://sourceforge.net033e9daa6eb65f08fd84bc5c12c3860720e3a51e</guid></item><item><title>My 5 cents to the GLXEngine project</title><link>https://sourceforge.net/p/glscene/discussion/General/thread/06b77a7957/?limit=100#92e3</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;In the first commit ( &lt;a href="https://github.com/shineworld/GLXEngine/commit/c9d92b97b76f4567b92da8f99f6c3df9432b39fa" rel="nofollow"&gt;https://github.com/shineworld/GLXEngine/commit/c9d92b97b76f4567b92da8f99f6c3df9432b39fa&lt;/a&gt; ) I modified two things:&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;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 the color used, the line pattern and its maximum size. So I added the TGLAxisInfo record and its handling to achieve this functionality “natively” in each scene object.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">shine world</dc:creator><pubDate>Thu, 07 Aug 2025 06:38:19 -0000</pubDate><guid>https://sourceforge.nete4c1fca19af822af1b97291b83d99c5d8a40eac6</guid></item><item><title>My 5 cents to the GLXEngine project</title><link>https://sourceforge.net/p/glscene/discussion/General/thread/06b77a7957/?limit=100#0e97</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;Hi everyone,&lt;br/&gt;
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.&lt;/p&gt;
&lt;p&gt;Not knowing how to proceed, I have fork the library in github and will include the changes as commits.&lt;/p&gt;
&lt;p&gt;Many features are not built into the library itself but as additional units. I always leave all decisions to the project managers.&lt;/p&gt;
&lt;p&gt;Each activity will have a separate post in this thread so it will be easier to identify them.&lt;/p&gt;
&lt;p&gt;The library itself is already an incredible work. It gave me access to the OpenGL framework without really knowing how it works, and that for me is already a lot, so that I could focus my efforts only on the application side.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">shine world</dc:creator><pubDate>Thu, 07 Aug 2025 06:25:38 -0000</pubDate><guid>https://sourceforge.netf1ff740149bb0a92c74ddc40beebf26310a3eaa6</guid></item><item><title>Possible bug in GLS.File3DS</title><link>https://sourceforge.net/p/glscene/discussion/General/thread/003af6445d/?limit=25#053b</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;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 &lt;br/&gt;
if (TmpShininess &amp;gt;= 0) and (TmpShininess &amp;lt;= 128) then&lt;br/&gt;
              Shininess := TmpShininess&lt;br/&gt;
            else&lt;br/&gt;
              Shininess := 0; &lt;br/&gt;
in GLS.File3DS may be justified for binaries. Done. Check out the glsl DiffuseShader demo, for example.&lt;br/&gt;
Pavel&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Pavel Vassiliev</dc:creator><pubDate>Thu, 07 Aug 2025 05:53:17 -0000</pubDate><guid>https://sourceforge.netc7a66a19c33605618676c6de5cd7712ff8439aae</guid></item><item><title>Possible bug in GLS.File3DS</title><link>https://sourceforge.net/p/glscene/discussion/General/thread/003af6445d/?limit=25#8d94</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;Hi,&lt;/p&gt;
&lt;p&gt;I think I have located a bug. &lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;I don't have rights to do the change in the code base, so could someone fix ths?&lt;/p&gt;
&lt;p&gt;function GetOrAllocateMaterial(materials: TMaterialList; const Name: string): string;&lt;br/&gt;
var&lt;br/&gt;
  TmpShininess : Integer;&lt;br/&gt;
  .&lt;br/&gt;
 begin&lt;br/&gt;
   .&lt;br/&gt;
   .&lt;br/&gt;
            TmpShininess := MaxInteger(0, Integer(round((material.Shininess) * 128)));&lt;br/&gt;
            if (TmpShininess &amp;gt;= 0) and (TmpShininess &amp;lt;= 128) then begin&lt;br/&gt;
              Shininess := TmpShininess;&lt;br/&gt;
            end else begin&lt;br/&gt;
              Shininess := 0;&lt;br/&gt;
            end;&lt;br/&gt;
  .&lt;br/&gt;
  .&lt;br/&gt;
 end;&lt;/p&gt;
&lt;p&gt;Lars&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">lnebel</dc:creator><pubDate>Mon, 04 Aug 2025 13:08:18 -0000</pubDate><guid>https://sourceforge.net6d27827763b5593f505b81e0e96d90cbe1498323</guid></item><item><title>Bye friends and thank you very much to the ones mentioned below</title><link>https://sourceforge.net/p/glscene/discussion/General/thread/47f1573a07/?limit=25#b49b</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;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&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Sergio</dc:creator><pubDate>Sat, 02 Aug 2025 21:20:43 -0000</pubDate><guid>https://sourceforge.net7e56aede6e316dd095f62b246f8696f4e76e5ad1</guid></item></channel></rss>