
Beta release 1.9.3b
Moderator: Moderators
- jph_wacheski
- Posts: 1005
- Joined: Sat Feb 16, 2008 8:10 pm
- Location: Canada
- Contact:
Hmm... looks like I may have forgotten a step here. I thought the textures were available in glsl by default, but apparently they need to be assigned to uniform variables.jph_wacheski wrote:I am wondering how to access the new extra textures from the shader?
http://nehe.gamedev.net/data/articles/a ... article=21
So ZGE needs to predefine names such as "sampler2D texture0" which then can be used in the shader code. I someone knows of another way then please let me know.
Hej Ville,
Something appears to have broken the Expression property of the Repeat Component. It seems to always loop forever, no matter what expression you use. A bug-fix would be nice
Also, the Array-out-of-bounds checking seems to use the incorrect Dimensions. When for example using 3 dimension, the count of dimension one seems to be the limit for the third parameter. Plus, the limit is one integer too high .. I can write to index [0,0,3] of a Array with dimensions of 3,1,1.
K
Something appears to have broken the Expression property of the Repeat Component. It seems to always loop forever, no matter what expression you use. A bug-fix would be nice

Also, the Array-out-of-bounds checking seems to use the incorrect Dimensions. When for example using 3 dimension, the count of dimension one seems to be the limit for the third parameter. Plus, the limit is one integer too high .. I can write to index [0,0,3] of a Array with dimensions of 3,1,1.
K
I've updated the beta again today with some small bugfixes.
- Kattle: The crash with bitmap-stacking is now gone. Also fixed bug with ZoomRotate which gave different results runtime compared with designer.
- JPH: Use variables "tex1","tex2","tex3" to access textures from shaders. Check out example in ShaderDemo.
- Kjell: I've updated the mip-mapping code so it should give better results now.
Regarding your latest bugreport, Kjell: I just tried "return this.iteration<2;" and it works. Do you have a example when it fails?
- Kattle: The crash with bitmap-stacking is now gone. Also fixed bug with ZoomRotate which gave different results runtime compared with designer.
- JPH: Use variables "tex1","tex2","tex3" to access textures from shaders. Check out example in ShaderDemo.
- Kjell: I've updated the mip-mapping code so it should give better results now.
Regarding your latest bugreport, Kjell: I just tried "return this.iteration<2;" and it works. Do you have a example when it fails?
Hej Ville,
You're right .. after restarting ZGE it worked again. I managed to reproduce the bug though. First enter a expression that makes use of a Array, for example "return Array[0,0,this.Iteration] != 0;" .. which doesn't work correctly when you haven't filled the Array properly, then when you change the expression to for example return "this.Iteration < 2;", it loops forever. Perhaps a Array should be filled with 0's upon creation automatically?
K
You're right .. after restarting ZGE it worked again. I managed to reproduce the bug though. First enter a expression that makes use of a Array, for example "return Array[0,0,this.Iteration] != 0;" .. which doesn't work correctly when you haven't filled the Array properly, then when you change the expression to for example return "this.Iteration < 2;", it loops forever. Perhaps a Array should be filled with 0's upon creation automatically?
K
Updated again with bug-fixes:
- Time is reset with every preview-start in designer
- Arrays interval checking fixed (including bug with repeat-component)
- Arrays are initialized with zeros
- Shift-Delete no longer deletes the current treenode while typing in a expression
If no more serious bugs are discovered then I'll make this a proper release in a few days before working on more features.
- Time is reset with every preview-start in designer
- Arrays interval checking fixed (including bug with repeat-component)
- Arrays are initialized with zeros
- Shift-Delete no longer deletes the current treenode while typing in a expression
If no more serious bugs are discovered then I'll make this a proper release in a few days before working on more features.