Beta release 1.9.7b

All topics about ZGameEditor goes here.

Moderator: Moderators

kattle87
Posts: 402
Joined: Wed Sep 26, 2007 9:06 am
Location: Italy

Post by kattle87 »

It is probably because of a div by zero then... :D It's the easier way to crash an application but one should get a "division by zero" error then, shouldn't he?

To JPH: this was the reason for me to add the ZExpression INSIDE the bitmap creation ^^.

For what concerns the way convolution works, now I do understand why you got confused!
Convolution is directly depending on the array size. Since you are forced to use 2d arrays, I will call them matrices from now on. If you use a 3x3 square matrix, the convolution is made on all the nine points (eight adiacents plus the central one). If you create a let's say 5x13 matrix, the convolution is executed on all the pixels that are contained in a 5x13 rectangule centered on the central point. In the example I was posting, I used a 5x1 matrix twice (once horizontally then once vertically by using the "SwapDimension" property) because I wanted to apply a "separable convolution" (this page could help: ( http://blogs.mathworks.com/steve/2006/1 ... nvolution/ )

But you are free to set whatever dimension you would like to!
In the fall of 1972 President Nixon announced that the rate of increase of inflation was decreasing. This was the first time a sitting president used the third derivative to advance his case for reelection.
-=Hugo Rossi=-
kattle87
Posts: 402
Joined: Wed Sep 26, 2007 9:06 am
Location: Italy

Post by kattle87 »

Not really a bug... but the user can't name anything that has the same name of a function used in the ZExpressions... EG: floor, ceil, tan, sin, and so on...

Is this inevitable?
In the fall of 1972 President Nixon announced that the rate of increase of inflation was decreasing. This was the first time a sitting president used the third derivative to advance his case for reelection.
-=Hugo Rossi=-
User avatar
VilleK
Site Admin
Posts: 2382
Joined: Mon Jan 15, 2007 4:50 pm
Location: Stockholm, Sweden
Contact:

Post by VilleK »

Updated today with a couple of fixes:

- MeshLoad-component cannot load itself to guard against infinite loops.
- Expression runtime errors are displayed in red text in the log-window. This is to avoid the popup-error that Kattle wrote about in the usability-thread.
- BitmapCombine subtract operation now operates as "output = input1 - input2" instead of the other way around.

If no more bugs are reported then the final 1.9.7 will be released on Friday.
Post Reply