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'n ddrylliog
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« on: 27. November 2006, 08:28:25 pm » |
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Request to myself : Could I, please, remember to implement the debug center idea that I had ? Main ideas : - Disabled by default, launchDebugCenter() method in Environment - No key combination directly in the game, maybe small window with buttons / acting from key presses when focused - Quick help + dialogs - Include adjusters - Enable/Disable : Wireframe, Textures, Culling, so on.. - Performances tests - Operations by picking (ex. visible/invisible) If someone find that potentially useful please post here so I remember to do it tomorrow or later.. Thanks (note : sorry the particle system is not for just now  )
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Marvin Fröhlich
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« Reply #1 on: 27. November 2006, 08:48:59 pm » |
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Cool idea  , but... I would suggest to not write this as a new package, but as some kind of "sgtree extension". What do you think? - Operations by picking (ex. visible/invisible)
Funny, I've thought about such a behaviour a lot. You can easily set a picked node to invisible, but then you won't be (too easily) able to pick it again to make it visible again  . I've thought about some kind of renderattribut (which I don't know), that would surround the picked polygon with some color or so. What do you think? Marvin
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'n ddrylliog
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« Reply #2 on: 27. November 2006, 10:08:45 pm » |
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I would suggest to not write this as a new package, but as some kind of "sgtree extension". What do you think?
Well sgtree is to be a part of debug center, not the other way round.  . I've thought about some kind of renderattribut (which I don't know), that would surround the picked polygon with some color or so. What do you think? that would be perfect
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Marvin Fröhlich
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« Reply #3 on: 28. November 2006, 12:03:39 am » |
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Well sgtree is to be a part of debug center, not the other way round.
Cool  . Can't wait to see it.
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Marvin Fröhlich
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« Reply #4 on: 05. December 2006, 11:36:16 pm » |
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- Featuring a SwingTM GUI, I'm still thinking a 3D XIth HUD integrated would be better/also good.. what do you think ?
Yes, a HUD implementation would be great.
Hmmm... I rethought it. A HUD would really be great, but... DebugCenter is for Xith-scenegraph-debugging, isn't it? What if we have have a bug in the scenegraph forbidding to see the HUD. Then we'd have a problem, DebugCenter couldn't help us out. So I think, a Swing GUI is the best solution for a tool like this. What do you think? Marvin
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'n ddrylliog
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« Reply #5 on: 06. December 2006, 06:02:37 pm » |
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- Featuring a SwingTM GUI, I'm still thinking a 3D XIth HUD integrated would be better/also good.. what do you think ?
Yes, a HUD implementation would be great.
Hmmm... I rethought it. A HUD would really be great, but... DebugCenter is for Xith-scenegraph-debugging, isn't it? What if we have have a bug in the scenegraph forbidding to see the HUD. Then we'd have a problem, DebugCenter couldn't help us out. So I think, a Swing GUI is the best solution for a tool like this. What do you think? I think it's time to try Xith3D with SWT 
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Marvin Fröhlich
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« Reply #6 on: 06. December 2006, 07:07:49 pm » |
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I think it's time to try Xith3D with SWT  Yes. this was requested somewhere this morning. And it would be really great to have it running  .
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hawkwind
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« Reply #7 on: 19. January 2007, 11:53:13 pm » |
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this does not appear on top in full screen mode...
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Marvin Fröhlich
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« Reply #8 on: 20. January 2007, 08:49:04 am » |
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this does not appear on top in full screen mode...
You mean in fullscreen-exclusive mode? It cannot. Marvin
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'n ddrylliog
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« Reply #9 on: 20. January 2007, 10:56:17 am » |
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this does not appear on top in full screen mode...
sure.. but I'm sure you don't want to do debugging in fullscreen mode..
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hawkwind
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« Reply #10 on: 20. January 2007, 09:00:36 pm » |
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who knows..some of the demo come up ion full screen by default.
I was thinking it might be better implemented as a HUD
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Marvin Fröhlich
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« Reply #11 on: 21. January 2007, 09:31:45 am » |
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who knows..some of the demo come up ion full screen by default.
Well, just take the Xith3DTestLauncher and you may choose, how they come up  . And I will change the default of the self-started demos back to WINDOWED mode. I was thinking it might be better implemented as a HUD
We already dicussed this. It would certinaly be a really cool thing. But It is not the best idea to debug the engine with itself  . You know, if there's something wrong in the engine, that prevents it from rendering the HUD we would be lost. Marvin
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'n ddrylliog
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« Reply #12 on: 21. January 2007, 03:40:59 pm » |
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I was thinking it might be better implemented as a HUD
We already dicussed this. It would certinaly be a really cool thing. But It is not the best idea to debug the engine with itself  . You know, if there's something wrong in the engine, that prevents it from rendering the HUD we would be lost. Sure. Since it's for debugging purpose we cannot afford to use the engine for that. On the other hand, I'm working on a small HUD editor, which is implemented with the HUD itself, so that you edit the HUD right into your game, which is the summum of coding (just... like a dream).
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