Open KTol opened 2 years ago
Missing from where? I see that text in the online, Classic, and Studio docs.
same here. from online help:
it may be OS-specific docs. @KTol which OS are you running on?
and, AGK Studio, Classic or both for you?
It does not appear in AGK Studio v2022.03.31. IDE internal command help. Checked it on Win7 and Win8. .
i see what you mean, now. the IDE cuts its off while the actual HTML file that it's drawing from is complete.
so, it's an issue with the IDE, not the file itself. i'll change the tags.
thanks for clarifying.
meanwhile, could you change the title of this issue to something along the lines of "Studio Help truncates longer Help Files" where i expect any other verbose HTML file like this will do the same thing?
maybe we should test that theory first but i do know that any changes to the html files found in \common\AppGameKit Studio\media\Help are directly reflected in the Help within the IDE so i expect studio parses the HTML somehow. i've made changes to them and they show in the IDE help.
meanwhile, a forum user recently put together F1 to HTML Help functionality that you may be interested in: https://forum.thegamecreators.com/thread/228475#msg2670839
Thank you for your input. You're right. I tried it with another HTML Help file where I made it longer by entering extra text and it produced the same problem. It seems that the IDE Help cuts off text at around 3095 characters.
UPDATE: It seems that the IDE Help cuts off the HTML text at around 3095 characters.
For example: CreateMemblockFromObjectMesh description is not displayed completely.
Missing part in bold: " If you are not using your own shader and instead rely on AGK to draw the object then y*ou must stick to the above attribute names. Following the attribute data is the raw vertex data, which usually starts with the "position" attribute. It will be a 4 byte float for the X position, a 4 byte float for the Y position, and a 4 byte float for the Z position. This continues for each attribute specified in the attribute data. Note that color data will always be 4 bytes in total, 1 unsigned byte for each color channel. You can access individual vertices by using the vertex size provided above and the vertex index like so offset=vertexDataOffset+(vertexIndexvertexSize). Lastly is the index data, if present. Each index is a 4 byte integer which references a vertex in the vertex data. Every three indices represents a polygon.** "