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timetrx

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Posts posted by timetrx

  1. But you are right it freeze and a GUI should never hang up while the processing something. thats why we have threads nowadays. best way is to seperate this into some kind of layers (thread for gui, thread for generate stuff in the editor, thread for background nsa logging) so nothing will be stacked or freeze and the editor feel more smooth.

     

    Ive noticed this on every little thing in the editor that normaly takes some time or have progressbars. like

     

    importing models (editor create own model files)

    importing textures (editor create own text files)

    load big models (freeze editor sometimes when big files)

     

    this should all not happen with threading. You also could write a small progress bar to make the gui more user friendly. IMO the usabillity of the gui is very unfriendly because I often thought the editor is broken or hang up again. No response, no information. Just hope that the editor will response wink.png thats not a solution for a good editor.

     

    also at the project creation. The project creation (create folders etc) takes too much time and freeze the gui because its waiting until the project file are created.

     

    which gui is leadwerks using? wxWidgets?

     

    I agree, and while its not a true "bug", it could be considered a logic error. This is my first time using Leadwerks, so I don't know if cancelling was actually a feature in earlier versions or it new and has not be implemented.

     

    BTW, does Microsoft have thread support added to their standard? I know they are behind on their complier and don't have all the C++11 standard implemented like lambdas. Poor Lambdas...

  2. The Leadwerks 3.1 Indie edition on Windows there is a bug while publishing.

     

    When you go to the project manager and click publish you are unable to cancel the publish command or exit the window and the window locks down with no way to stop it until its done publishing.

  3. Hello, I backed Leadwerks through Kickstarter.

     

    First of all, I want to say thank you very much for helping bring game development to Linux and thank you for all the work that has gone into bug fixes and excellent the support I have seen so far. Can't wait for that Intel Backport!

     

    Second, I backed on the Pro Backer level, will the people that backed it from that level get an upgrade from the Indie Version to the Standard Version on Steam or do we get an standalone once it comes to Windows/Mac?

     

    Thank you.

  4. Yea, replacing Texture2D with texture got rid of the errors. Thank you. But I'm still having issues is there a demo or a TDD, I can just load into the editor to figure it out and give feedback?

     

    Btw, when the C++ scripting is added will we have a choice on which compiler (not the editor) to use (g++, clang++, VStudio, etc.) I only ask because the condition Visual Studio compiler is terrible and makes me want to laugh and then cry every time I see it used.

  5. Hello, I am a Kickstarter backer and I just installed the Leadwerks 3.1 Indie Edition from steam. When I first installed the Editor I got this message in the info/output box:

     

    Initializing OpenGL4 graphics driver...

    OpenGL version 420

    GLSL version 420

    Device: Intel® HD Graphics 4600

    Loading texture "C:/Users/Mike/Documents/Leadwerks/Projects/MyGame/Materials/Common/bfn.tex..."

    Loading shader "C:/Users/Mike/Documents/Leadwerks/Projects/MyGame/Shaders/Editor/terraintool.shader"...

    Loading shader "C:/Users/Mike/Documents/Leadwerks/Projects/MyGame/Shaders/Editor/Wireframe.shader"...

    Loading shader "C:/Users/Mike/Documents/Leadwerks/Projects/MyGame/Shaders/Editor/solid.shader"...

    Loading shader "C:/Users/Mike/Documents/Leadwerks/Projects/MyGame/Shaders/Model/default.shader"...

    Loading shader "C:/Users/Mike/Documents/Leadwerks/Projects/MyGame/Shaders/Editor/grid.shader"...

    Loading shader "C:/Users/Mike/Documents/Leadwerks/Projects/MyGame/Shaders/Lighting/ambientlight.shader"...

    Loading font "C:/Windows/Fonts/Arial.ttf" (10, 1, 1)...

    Loading shader "C:/Users/Mike/Documents/Leadwerks/Projects/MyGame/Shaders/Drawing/drawtext.shader"...

    Loading shader "C:/Users/Mike/Documents/Leadwerks/Projects/MyGame/Shaders/Drawing/drawprimitive.shader"...

    Loading shader "C:/Users/Mike/Documents/Leadwerks/Projects/MyGame/Shaders/Editor/skybox.shader"...

    Loading shader "C:/Users/Mike/Documents/Leadwerks/Projects/MyGame/Shaders/Misc/occlusionquery.shader"...

    Loading shader "C:/Users/Mike/Documents/Leadwerks/Projects/MyGame/Shaders/Lighting/directionallight.shader"...

    Loading material "C:/Users/Mike/Documents/Leadwerks/Projects/MyGame/Materials/Icons/DirectionalLight.mat..."

    Loading shader "C:/Users/Mike/Documents/Leadwerks/Projects/MyGame/shaders/editor/sprite.shader"...

    WARNING: -1:65535: '#version' : version number deprecated in OGL 3.0 forward compatible context driver

    ERROR: 0:28: 'texture2D' : function is removed in Forward Compatibile context

    ERROR: 0:28: 'texture2D' : function is removed in Forward Compatibile context

    ERROR: 0:28: '=' : cannot convert from 'const float' to '4-component vector of float'

    Failed to compile fragment shader.

    Error: Failed to compile fragment shader.

    Loading texture "C:/Users/Mike/Documents/Leadwerks/Projects/MyGame/Materials/Icons/directionallight.tex..."

    Loading shader "C:/Users/Mike/Documents/Leadwerks/Projects/MyGame/Shaders/Lighting/directionallight.shader"...

     

     

    I checked my Graphics Card Drivers, and they are the latest, so I have no clue why its doing this and I checked the forums and couldn't find this error reported anywhere. If this isn't a bug please move it to the proper section and sorry for the mistake.

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