Closed GoogleCodeExporter closed 9 years ago
First of all update to ZenGL 0.3.12. Then try to use debug mode to find the
line of crash. I will take a look on problem a bit later, but problem is
strange. I thought maybe you trying to access emitter which is destroyed(so you
need to do check for nil), but in standard demo there is no any additional
actions with emitters.
Original comment by dr.andru@gmail.com
on 13 Jan 2014 at 9:23
I took released ZenGL Particles Editor, opened emitter_rain.zei and unchecked
Loop. Set "Emitter life" to 5 sec. Everything is fine with editor and with
standard demo in debug mode. Same with other emitters. So, can you please
update ZenGL to the last version and use Lazarus at least 1.0.14 with FPC
2.6.2? If you get the same error, please use debug mode for demo and provide me
number of line with crash.
Original comment by dr.andru@gmail.com
on 13 Jan 2014 at 8:03
Well, I tried it in debug mode, it seems like, every time i try to access it,
it fails(like it try to set the time to 0, to make it emit again, a little
~0.8sec "animation"). I added nil check, it works, the emitter goes into nil,
after sometime, but I haven't find a way, to make it stay "not nil" forever. If
I emitting fast like every sec, there's no problem. I created a particle myself
with PE 1.0.8 (you can take a look at here:
http://users.atw.hu/your-share/punkosdmarcell/Storage/almostsmoke2.zei ) I have
updated, to ZenGL 0.3.12 but it have the same issue.
Original comment by punkosdm...@gmail.com
on 14 Jan 2014 at 2:31
Oh, then this is not a bug at all. You just need to understand how it works.
Into zglPEmitter2D variable you load an emitter. This will be just a loaded
*.zei file. Then you need to create a new instance of this emitter to draw and
process it. So add new zglPEmitter2D variable(e.g. emitterInstance) and use it
with pengine2d_AddEmitter like this:
pengine2d_AddEmitter( emitterLoaded, @emitterInstance, ... );
now you can check emitterInstance for nil, and if you want to emit it again
after it gets nil, just call function above again. For drawing we use here
pengine2d_Draw and pengine2d_Proc to process emitters(see demo13).
Original comment by dr.andru@gmail.com
on 14 Jan 2014 at 6:24
[deleted comment]
Well, this method gives me a very very very little unsensable (226 -> 222) FPS
drop, but it not crashes now. Thanks :) And keep up the good work!
Original comment by punkosdm...@gmail.com
on 14 Jan 2014 at 10:12
Original issue reported on code.google.com by
punkosdm...@gmail.com
on 11 Jan 2014 at 9:29