calus wrote:enricocerica wrote:Same for me with one of the scenes I saved with test 3, it crashes when loading the scene, though works fine when I revert to test 3.
just read my post above ...
Just save your file in a previous version (not a test version) and it will work in test4, works for me.
calus wrote:enricocerica wrote:Same for me with one of the scenes I saved with test 3, it crashes when loading the scene, though works fine when I revert to test 3.
just read my post above ...
Just save your file in a previous version (not a test version) and it will work in test4, works for me.
smicha wrote:calus wrote:enricocerica wrote:Same for me with one of the scenes I saved with test 3, it crashes when loading the scene, though works fine when I revert to test 3.
just read my post above ...
Just save your file in a previous version (not a test version) and it will work in test4, works for me.
Nevertheless it's a bug and shall be fixed.
smicha wrote:PS. Any plans to introduce math operation nodes (add, multiply)?
local MyGraphScript = { _name = "+" }
-- onInit function, this is called once in the beginning.
function MyGraphScript.onInit(self, graph)
-- define input and output infos
local inputInfos = { {type=octane.PT_FLOAT, label="a", defaultValue=0},
{type=octane.PT_FLOAT, label="b", defaultValue=0}}
self.inputs = graph:setInputLinkers(inputInfos)
local outputInfos = { {type=octane.PT_FLOAT, label="+"} }
local outputs = graph:setOutputLinkers(outputInfos)
self.value = octane.node.create{ type=octane.NT_FLOAT, name="color", graphOwner=graph }
outputs[1]:connectTo("input", self.value)
end
function MyGraphScript.onEvaluate(self, graph)
local a = self:getInputValue(self.inputs[1])
local b = self:getInputValue(self.inputs[2])
-- expression goes here:
self.value:setAttribute("value", a + b)
end
return MyGraphScript
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