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Framework/commands.bmx


Paul Thomas
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What is this file used for? The forum post http://leadwerks.com/werkspace/index.php?/topic/1089-lua-and-framework/page__gopid__10112entry10112 is about a project of mine that failed when trying to make my framework a lua global object. Once this file (commands.bmx) was removed, lugi.generator regenerated, everything worked fine.

 

So, I'm just curious what this file is for, as it doesn't seem very important. Everything works. The fire pit. Water. Everything as far as I can tell.

 

Thanks.

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All I am aware of is:

 

Any time your command set changes, you need to regenerate the Lua glue code

 

http://leadwerks.com/werkspace/index.php?/topic/578-blitzmax-lua-framework/page__view__findpost__p__5086

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Yeah, I figured that out when I was doing my testing, and of course that would have been time saved if I had read that post, lol. Just curious what the point of the "commands.bmx" file is for, which is included at the end of "framework.bmx." It's almost like it's an old file meant for everything to work before he made the update to Lua, changing it to single state.

 

I have no idea, but my project now works as it always did, but now with Lua, so I'm happy about that.

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Maybe Josh can shed some light on that but stuff I have needs the command.bmx include from the framework .. or my app yells at me :(:P

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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Within "DrawEffectSSAO"

gbuffer.depthbuffer.Clamp()
gbuffer.depthbuffer.SetFilter(TEXFILTER_PIXEL)
gbuffer.depthbuffer.bind(1)
texture_noise.bind(10)
depthtexture.bind(1)

 

Can be changed to

depthtexture.clamp()
depthtexture.setfilter(TEXFILTER_PIXEL)
depthtexture.bind(1)
texture_noise.bind(10)

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