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Kjell
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Joined: Sat Feb 23, 2008 11:15 pm

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Post by Kjell »

:idea:

How about we store the ZGameEditor version number a project has been saved with in the .zgeproj file? That way changes that would otherwise break backward compatibility can be handled relatively easy.

For example, if in the next version of ZGE the Bitmap width / height properties would be integers* instead of drop-down fields, these values are automatically converted for any project that doesn't have a version number ( being a pre-versions project ).

*The vast majority of GPUs these days support textures with a resolution other then a power-of-two.

K
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VilleK
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Post by VilleK »

That is probably a good idea, yes. It would allow the BitmapFromFile component to set the size of the parent bitmap instead of displaying the error message that currently is shown.

Only concern is scripting where you use the << method to determine actual bitmap size, that will have to be manually rewritten.
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Kjell
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Post by Kjell »

Hej Ville,
VilleK wrote:It would allow the BitmapFromFile component to set the size of the parent bitmap instead of displaying the error message that currently is shown.
That would be nice yes. Even though "regulars" will be used to it by now, it's still pretty archaic having to set the resolution before importing a image.
VilleK wrote:Only concern is scripting where you use the << method to determine actual bitmap size, that will have to be manually rewritten.
Not only that, someone could be setting the dimensions ( and using RefreshContent ) from any expression. I doubt it will affect many existing projects though. Perhaps you could show a general message before a conversion occurs ( similar to the "Class not found" message )?

K
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