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possible bmap_process bug #414436
01/02/13 03:56
01/02/13 03:56
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline OP
Senior Expert
Superku  Offline OP
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
When I edit an effect file and use bmap_process continously, the engine issues an error message. Something like
if(key_f) bmap_process(...);
helps me currently to avoid the problem. However, when I have a syntax error in my shader, I again get the script crash in the function that called bmap_process.

I'm using the current beta version (and hope this can be fixed).


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Re: possible bmap_process bug [Re: Superku] #414459
01/02/13 15:48
01/02/13 15:48
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
You mean when AUTORELOAD is set? We'll look into the problem.

Re: possible bmap_process bug [Re: jcl] #414465
01/02/13 16:41
01/02/13 16:41
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline OP
Senior Expert
Superku  Offline OP
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Yes, exactly. And thanks!
Example code (sepia.fx contains the effect from the manual but it should not really matter):

Code:
PANEL* panTarget = { bmap = "#256x256x24"; flags = SHOW; } // target bmap
BMAP* bmSrc = "logo_800.jpg"; // source bmap

MATERIAL* mtlSepia =
{
	effect = "sepia.fx";
	flags = AUTORELOAD;
}

function main()
{
	fps_max = 60;
	wait(1); // until DirectX device is opened
	while(1)
	{
		bmap_process(panTarget.bmap,bmSrc,mtlSepia);
		wait(1);
	}
}



"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends

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