Beta release 3.1b
Moderator: Moderators
That sounds like in your exe the framerate style is set to use the monitors refresh rate (60). And in the designer tool it just tries to update as often as possible.
If you want to see the real max frame rate of your project you can try setting it to Free. Most apps should run with fps of several hundred on a modern PC.
If you want to see the real max frame rate of your project you can try setting it to Free. Most apps should run with fps of several hundred on a modern PC.
BitmapZoomRotate glitches
When using the BitmapRotateZoom component, weird things happen. For example a bitmap can be rendered correctly in the Preview window but glitches once launched. Other effects include rendering of the bitmap outside of the mesh, failing to cover the entire mesh etc. I'm attaching a screenshot of one such case.
Here is the code that shows it:
Here is the code that shows it:
Code: Select all
<?xml version="1.0" encoding="iso-8859-1" ?>
<ZApplication Name="App" Caption="ZGameEditor application" ClearColor="0.1412 0.5765 0.651 1" FrameRateStyle="2" FixedFrameRate="60" NoSound="1" FileVersion="2">
<OnRender>
<UseMaterial Material="mat_interfaceArrow"/>
<RenderSprite/>
</OnRender>
<Content>
<Bitmap Name="bmp_Arrow" Width="16" Height="16">
<Producers>
<BitmapRect Color="1 1 1 1" Size="-1 -1 0.5 0.5"/>
<BitmapRect Color="0 0 0 1" Size="-1 -1 0 0"/>
<BitmapZoomRotate Rotation="-0.625"/>
<BitmapRect Color="0 0 0 1" Size="-1 -1 -0.7 1"/>
<BitmapExpression>
<Expression>
<![CDATA[//X,Y : current coordinate (0..1)
//Pixel : current color (rgb)
//Sample expression: Pixel.R=abs(sin(X*16));
Pixel.A = (Pixel.R+Pixel.G+Pixel.B)/3f;]]>
</Expression>
</BitmapExpression>
</Producers>
</Bitmap>
<Material Name="mat_interfaceArrow" Shading="1" Blend="3">
<Textures>
<MaterialTexture Texture="bmp_Arrow" TextureWrapMode="2" TexCoords="1"/>
</Textures>
</Material>
</Content>
</ZApplication>
- Attachments
-
- In the launched version there's an addition of white color on the left side.
- 012.jpg (52.75 KiB) Viewed 31983 times
Last edited by rrTea on Mon Jul 13, 2015 11:13 pm, edited 1 time in total.
In one of the states of my project, the OnStart contains a SpawnModel component. Whenever I try to move this component up or down, I get a
ZArrayList bad index
error and can't move it. I don't see anything special about it:
oh and ... Have a nice vacation 
ZArrayList bad index
error and can't move it. I don't see anything special about it:
Code: Select all
ZZDC<?xml version="1.0" encoding="iso-8859-1" ?>
<SpawnModel Model="mod_StarNight"/>

BitmapPixels behaves unexpectedly when the texture is small, for example if it is 16*16, I'd expect that BitmapPixels / NOPoints set to 256 would make it mostly filled, but it stays rather empty. Same with 32*32...
Edit: A workaround is to use BitmapExpression: http://pastebin.com/ATDDKRN8
but still, it should work with BitmapPixels too...
Edit: A workaround is to use BitmapExpression: http://pastebin.com/ATDDKRN8
but still, it should work with BitmapPixels too...
Sometimes a component just refuses to update its automatically generated name addition in the Project Tree. For example note that his Animator works on "matTex_Glitter.TextureY", but in the Project Tree it claims it works on something else.
Once something like this happens, no matter how many times I change the target variable, it never gets updated. The only way to solve it is a restart or save+reload the project.
Admittedly nothing too horrible but it's likely to cause unnecessary confusion when working...
Edit:
File component also has the same problem, after importing a new file the Project tree entry doesn't get updated with new data.
Once something like this happens, no matter how many times I change the target variable, it never gets updated. The only way to solve it is a restart or save+reload the project.
Admittedly nothing too horrible but it's likely to cause unnecessary confusion when working...
Edit:
File component also has the same problem, after importing a new file the Project tree entry doesn't get updated with new data.
- Attachments
-
- 01.png (23.19 KiB) Viewed 31806 times
Re: Beta release 3.1b
Small update:
- Added info to DefineCollision treenode as suggested here: viewtopic.php?f=6&t=1213
- Fix for problem with moving a treenode to the last position in a branch of the project tree, reported here: viewtopic.php?p=7759#p7759
http://www.zgameeditor.org/files/ZGameEditor_beta.zip
- Added info to DefineCollision treenode as suggested here: viewtopic.php?f=6&t=1213
- Fix for problem with moving a treenode to the last position in a branch of the project tree, reported here: viewtopic.php?p=7759#p7759
http://www.zgameeditor.org/files/ZGameEditor_beta.zip
Re: Beta release 3.1b
Thanks for the latest fixes! Will try the fullscreen-switch soon as well!
Just noticed a small thing I thought I'd mention. When loading my current project into the latest beta all bitmaps set to 64 pixels wide or high got turned into 16 pixels. Not a big problem, I just switched them back. But perhaps it could be a problem.
Just noticed a small thing I thought I'd mention. When loading my current project into the latest beta all bitmaps set to 64 pixels wide or high got turned into 16 pixels. Not a big problem, I just switched them back. But perhaps it could be a problem.
Re: Beta release 3.1b
That was something Kjell noticed as well, it should have been fixed.Imerion wrote:When loading my current project into the latest beta all bitmaps set to 64 pixels wide or high got turned into 16 pixels. Not a big problem, I just switched them back.
In your zgeproj-files, the line with "<ZApplication" in it (second line) should have "FileVersion="2"" in it, otherwise something still is wrong.