Castle Game Engine: Mirrored Repeat mode, TextureProperties.BoundaryModeS/T/R support

Thanks to Matthias (Free Pascal meets SDL) we now support “mirrored repeat” mode for textures, for both glTF and X3D models. We also support X3D TTexturePropertiesNode.BoundaryModeS/T/R properties, which allow to request a wrapping mode — clamp, repeat, or mirrored repeat. (see TBoundaryMode) The way you would request it in Pascal is by creating and adjusting …

Castle Game Engine: Summary of today meeting: things in-progress, upcoming planned features, next meeting

Thank you all for today’s meeting! I think it went good, my only regret is that we want to have more participants! To facilitate this, I’m immediately announcing the next meeting, 3 months from now. Reserve the date! 🙂 Join our Discord right now and click “I’m interested” on the “2nd Open Meeting for CGE …

Castle Game Engine: Reminder: Open meeting for all CGE Users and Developers today

As announced previously, we’ll have a meeting today, and everyone is invited! Join Michalis Kamburelis and other Castle Game Engine developers, contributors and users. The meeting will happen at 16:00 (UTC timezone) on Saturday, 5th March. Meeting will be on our Discord channel #open_meeting. This is the direct link to the event on Discord. Right …

Castle Game Engine: Various: RemoveDelayed utility, using fcl-res instead of windres tool, MultiTexture features

New utility to remove but not immediately. This is great if you need to remove some from children list, but you also iterate over the children list right now. We no longer use windres utility, instead we generate Windows resources in memory using FPC’s units from fcl-res package. Our build tool now uses fcl-res units …