Beta release 2.0.1b
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Is glEnd(){} in opengl.txt file? Weird though,aside from that very basic function - it looks complete.
Also, code completion seems to be case sensitive - was it always like that?
In any case, I really like it - It's nice be able to just load the OpenGL library and start coding, without the need to set-up library definitions. It is a real time saver.
Also, code completion seems to be case sensitive - was it always like that?
In any case, I really like it - It's nice be able to just load the OpenGL library and start coding, without the need to set-up library definitions. It is a real time saver.
Update today:
- opengl.txt was missing functions without parameters (such as glEnd)
- Component selector is drawn correctly when using a dark theme
- Replaced many icons with 32-bit color versions so that they look better against a dark theme (thanks to Rado1)
http://www.zgameeditor.org/files/ZGameEditor_beta.zip
- opengl.txt was missing functions without parameters (such as glEnd)
- Component selector is drawn correctly when using a dark theme
- Replaced many icons with 32-bit color versions so that they look better against a dark theme (thanks to Rado1)
http://www.zgameeditor.org/files/ZGameEditor_beta.zip
error opengl
For ZGEVIZ, I tried to copy and paste the opengl.txt to use for projects and I was getting this error -
I do think that that the opengl.txt source is too long, and causes an error. By adding the constants to a separate ZLibrary and only adding the functions to the ZExternalLibrary, I was able to get rid of the error.
I do think that that the opengl.txt source is too long, and causes an error. By adding the constants to a separate ZLibrary and only adding the functions to the ZExternalLibrary, I was able to get rid of the error.
- Attachments
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- Error_OpenGL.jpg (18.19 KiB) Viewed 30395 times
When does the error appear? When testing the OpenGL header conversion tool I simply copy/pasted the full source into a ZLibrary-component without any apparent problems, at least it compiled ok. For ZgeViz I've been meaning to add the lib-folder there too so it's good that you reminded me. Download a new build with the lib-folder here.
That is precisely where I have the problem and it seems to be related to the number of lines in the OpenGL.txt source. The error pops up when I de-select and re-select the ZExternalLibrary. After the error, the component is locked and the error comes up every time I click on it. I need to edit the XML to get things rolling again.I simply copy/pasted the full source into a ZLibrary-component without any apparent problems, at least it compiled ok
A fix is pretty simple here on my end though. Maybe there is just something strange going on here with my PC, but error does happen every time here.
Thanks for the update to ZGEVIZ too - won't have to worry about this issue now anyway - the OGL def import is not affected by this issue.
Update:
- "New" menu item displays a list of template projects. These are simply read from the ".\Templates" folder. Please suggest more or improved template projects and I'll add them.
- SynEdit text editor control now use skinned scrollbars.
- SynEdit text editor control no longer use different coloring scheme in skinned mode (need user configurable colors instead to solve this properly).
I want to release 2.0.1 final soon now so let me know if there are any critical issues you think should be fixed first.
http://www.zgameeditor.org/files/ZGameEditor_beta.zip
- "New" menu item displays a list of template projects. These are simply read from the ".\Templates" folder. Please suggest more or improved template projects and I'll add them.
- SynEdit text editor control now use skinned scrollbars.
- SynEdit text editor control no longer use different coloring scheme in skinned mode (need user configurable colors instead to solve this properly).
I want to release 2.0.1 final soon now so let me know if there are any critical issues you think should be fixed first.
http://www.zgameeditor.org/files/ZGameEditor_beta.zip
- Attachments
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- the new "new" menu item
- new_templates.png (13.25 KiB) Viewed 30354 times
Hi Ville,
I cannot run applications in the Preview window. Time is "frozen" there, animations do not work. When I updated to the previous version of ZGE some weeks ago, I had the same problem, but it disappeared after restart (or so, I do not remember exactly). Now, the problem remains also after restart.
Another symptom is that the Stop button is not disabled after pressing it, or after pressing Alt+Enter. Disabling usually works at the first pressing, but it stops working after several start/stop/start/stop/start/stop/... I observed this in Graphite skins.
Regarding to finalizing ZGE 2.0.1 do not you want some more icons at least for major components?
Is not there a chance that also menus can be skinned?
I cannot run applications in the Preview window. Time is "frozen" there, animations do not work. When I updated to the previous version of ZGE some weeks ago, I had the same problem, but it disappeared after restart (or so, I do not remember exactly). Now, the problem remains also after restart.
Another symptom is that the Stop button is not disabled after pressing it, or after pressing Alt+Enter. Disabling usually works at the first pressing, but it stops working after several start/stop/start/stop/start/stop/... I observed this in Graphite skins.
Regarding to finalizing ZGE 2.0.1 do not you want some more icons at least for major components?
Is not there a chance that also menus can be skinned?
Last edited by Rado1 on Fri Mar 30, 2012 1:46 pm, edited 1 time in total.
Hej Ville,
- Wouldn't it be possible to include the skins as loose .vsf files instead of embedding them into the Editor? That way you don't bloat the Editor and it allows users to delete any skins they don't use.
- Why not add a new menu item for the templates? I want my one-click new empty project feature back
- I think a OpenGL template might do more harm then good ( confusing for inexperienced users ). Besides, it's only one component + it's already included in the "Add from Library" menu.
- What's that "save binary as" option in your screenshot?
- Oh, and while the window icon problem remains unsolved, could you embed a icon to generated executables? That way you could use a resource editor to swap it out.
K
- Wouldn't it be possible to include the skins as loose .vsf files instead of embedding them into the Editor? That way you don't bloat the Editor and it allows users to delete any skins they don't use.
- Why not add a new menu item for the templates? I want my one-click new empty project feature back

- I think a OpenGL template might do more harm then good ( confusing for inexperienced users ). Besides, it's only one component + it's already included in the "Add from Library" menu.
- What's that "save binary as" option in your screenshot?
- Oh, and while the window icon problem remains unsolved, could you embed a icon to generated executables? That way you could use a resource editor to swap it out.
K
Good idea, I'll try to do something like that.Kjell wrote:- Wouldn't it be possible to include the skins as loose .vsf files instead of embedding them into the Editor? That way you don't bloat the Editor and it allows users to delete any skins they don't use.
Maybe if I add a hotkey like Ctrl+N?Kjell wrote:- Why not add a new menu item for the templates? I want my one-click new empty project feature back
I want to emphasize how easy it is to use the OpenGL API from ZGE and was thinking the basic template should have an expression in OnUpdate to show some API-calls too.Kjell wrote:- I think a OpenGL template might do more harm then good ( confusing for inexperienced users ). Besides, it's only one component + it's already included in the "Add from Library" menu.
It is only visible when I run it through the Delphi debugger and all it does is save the binary data of the current project without linking the engine. I use it when I want to generate a zzdc.dat file to run with the binaries for OSX and Linux.Kjell wrote:- What's that "save binary as" option in your screenshot?
I did a fix for that a while back, was there no improvment? I distinctly remember getting a 32-bit color icon showing for a ZGE-generated binary in explorer.Kjell wrote:- Oh, and while the window icon problem remains unsolved, could you embed a icon to generated executables? That way you could use a resource editor to swap it out.
Hej Ville,
K
That would help yes. By the way, unrelated but .. how difficult would it be to trigger for example a ZExpression once when having it selected and pressing F5 ( similar to reloading Mesh / Bitmap etc )?VilleK wrote:Maybe if I add a hotkey like Ctrl+N?
I get that, but that sounds more like a example ( which is what the examples are for ) instead of a template.VilleK wrote:I want to emphasize how easy it is to use the OpenGL API from ZGE and was thinking the basic template should have an expression in OnUpdate to show some API-calls too.
The icon only shows in the explorer, it doesn't show on the window itself / in the tab menu ( I posted a trick how to set the icon dynamically, but that's a ugly solution ).VilleK wrote:I distinctly remember getting a 32-bit color icon showing for a ZGE-generated binary in explorer.
K