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paul_nicholls DeleD PRO user
Joined: 05 Dec 2007 Posts: 356 Location: Hobart, Tasmania, Australia
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Posted: Wed Jan 27, 2010 2:24 am Post subject: DeleD CE source questions... |
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Hi guys, I have a question:
I noticed this routine in my travels (Units\unit_XMLDataReader.pas):
Code: |
function TXMLDataReader.ObjectTypeForDescription(const aDescription: string): TObjectType;
var found: boolean;
begin
found := FALSE;
for result := Low(TObjectType) to High(TObjectType) do
begin
if XML_PRIMITIVE_TYPES[result] = aDescription then
begin
found := TRUE;
break;
end;
end;
if not found then
begin
raise Exception.Create(Format('Unknown blend operation "%s".', [aDescription]));
end;
end; |
Should this:
Code: |
raise Exception.Create(Format('Unknown blend operation "%s".', |
be:
Code: |
raise Exception.Create(Format('Unknown object type "%s".', |
??
This looks like the good old copy and paste but forget to edit trick!! LOL
Been there, done that!
Anyway, I noticed this when I was trying to add in a path primitive to DeleD, and I got an Unknown blend operation... error when trying to load a scene with a path in it (not via IDE).
cheers,
Paul _________________ Long live DeleD!
Hi ho...hi ho...it's off 3d modeling I go... |
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paul_nicholls DeleD PRO user
Joined: 05 Dec 2007 Posts: 356 Location: Hobart, Tasmania, Australia
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Posted: Wed Jan 27, 2010 5:11 am Post subject: |
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I have another question now:
If I want to create a new primitive (vertices, polygons, etc) and add it into the current scene from DeleD code, what is the best procedure for this (including enabling undo, etc)?
I have managed to add in a path primitive to DeleD so I can sort of see how the primitive is added when doing this, but it uses tools and other stuff which is quite confusing...
Is there an easier way of adding plain primitives to a DeleD scene using simpler code?
cheers,
Paul _________________ Long live DeleD!
Hi ho...hi ho...it's off 3d modeling I go... |
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