First test of my editer

"mojomonk" wrote:
I still don't see where an editor would fit into an API. It's an application built on jME. While it really becomes useful for people to use, I don't see how it could fit as part of the base line itself.

It is used inside the game. This allows people to edit the seen from inside the game which can also help with debugging. It also allows people new to jme to edit the sean with the demos without editing the code, letting them learn quicker. Of cores it can also be used as a sand alone.

I really don’t see any reason why we would put our personal apps into jme’s cvs, regardless of how useful we may feel they are. shrug my 2 pennies though.

I don’t discount that it is a very useful application and can really help a lot of people learn the system, but it’s still an “application”. It is not part of the core system. I’d be more than happy to host the jar file and link it in Applications and Utilities.

"mojomonk" wrote:
I don't discount that it is a very useful application and can really help a lot of people learn the system, but it's still an "application". It is not part of the core system. I'd be more than happy to host the jar file and link it in Applications and Utilities.

That would be ok, I will emal the jar when it is ready hopefully within a few days.

You may of notestesd that more then several days have passed. I ran into a big setback. It will be ready but it will take a few more days to two weaks at most.

The editor was about to compile the editor with the latest cvs for a last time before the replace of the editor and I realized that do to the change from getCamera to createCamera It would not work with JME .7 if it works with the cvs. What do you want?

Well, if you want it to work with CVS, we can just include a jar of the CVS version that your editor supports. We will just package them together. Just put them into a similar zip file (also if you could make a script to launch the editor from the unzipped directory that’d be great). Otherwise, you’ll have to regress back to a pure 0.7 application.

The problem is you are loading a texture in a different thread than the main thread. Maybe you could have that thread call org.lwjgl.opengl.Display.makeCurrent(), load the texture, then switch back the same way.

When I call org.lwjgl.opengl.Display.makeCurrent(), it throws a exception. I am going to try moving the code to load the Texture to them main thread.

I got it wourking. :smiley: I nead to test it a little more but it should be in tomorow. :smiley:

When I try to run it with Netbeans, I get the following error:



13-Oct-2004 7:30:03 PM com.jme.app.VariableTimestepGame start

INFO: Application started.

13-Oct-2004 7:30:03 PM com.jme.system.PropertiesIO

INFO: PropertiesIO created

13-Oct-2004 7:30:03 PM com.jme.system.PropertiesIO load

INFO: Read properties

13-Oct-2004 7:30:53 PM com.jme.system.lwjgl.LWJGLDisplaySystem

INFO: LWJGL Display System created.

13-Oct-2004 7:30:54 PM com.jme.system.PropertiesIO save

INFO: Saved properties

13-Oct-2004 7:30:54 PM com.jme.util.lwjgl.LWJGLTimer

INFO: Timer resolution: 3579545 ticks per second

java.lang.NoSuchMethodError: com.jme.renderer.Renderer.getCamera(II)Lcom/jme/renderer/Camera;

at jmetest.editer.EditorMain.initSystem(EditorMain.java:160)

at com.jme.app.VariableTimestepGame.start(VariableTimestepGame.java:83)

at jmetest.editer.EditorMain$1.run(EditorMain.java:108)





Did I do something wrong? I tried to run EditorMain.class.

I am sorry that it took me so long to get back to you. There is a new version of may editor out that solves this problem, you can fined it in the application page on the jme web site. The one hear is obsolete and will be removed.