If the RealmGUI call string is inside the MKSlicer script, then the script starts with font artifacts: double tooltip text on the left and blurry letters "Processing, wait." in the center. Everything is fine except for one little thing: the window opens at coordinates 0, 0 without taking into account the window header, which makes it very difficult to grab window by mouse.Ĥ. I tested by simulating the very first run of the script, removing all settings from extstate and RealmGUI. On my side, it is performed through gfx.init and gfx.update, if integration with RealmGUI requires a different solution, I am ready to set a condition for this in the script.ģ. ![]() The last menu item (Reset Window Size) does not work. That is, if you open and close the menu without clicking on the window (for example, select any item in the menu), the mouse wheel on the sliders will not work until the first mouse click on the window.Ģ. ![]() (I hope I was able to make my point clear). When opening and closing the menu in the upper left corner, the script seems to lose focus and requires an additional mouse click on any area in the window to start receiving signals from the mouse wheel or impact with markers. FineĪlmost flawless, I found only minor (hopefully) problems with the menu and window.ġ. Also, I changed the scroll cursor to a double-sided arrow, now everything is displayed well. Will profile tomorrow.)Ĭfillion, Great! Yes, I use the line GFX2IMGUI_MAX_DRAW_CALLS, it works as it should, thanks. v2.15 reaches the full 33 FPS, v3.02 runs at about half when unzoomed in a 3mins item. (Also noticing a big performance difference between MKSlicer v2+gfx2imgui and v3+gfx2imgui. However both gfx2imgui and gfx floor all coordinates so I don't know yet where the difference comes from. (I remember fixing a similar alpha problem in the past while testing with MKSlicer but there could have been a regression since.)ĮDIT: The gaps in the waveform could be due to rounding. At least gfx.showmenu is not being called. Will investigate later the alpha and menu problems. That would improve gfx performance at the same time.) (Or perhaps this could be optimized on the script side to reduce the amount of lines drawn. I'll look into the impact of increasing it permanently. It can be raised by editing the `max_size=1<<12` line in the `drawCall` function. The incomplete dark waveform is due to the 4096 draw operation per gfx buffer/image limit. I guess I could fix some of this on my side, but I'm not sure how it would work for users who don't have RealmAPI installed. When window scaling, the waveform is intersected by vertical stripes, the dark waveform is drawn only for a quarter of the window, the text of the file name is no longer cut off and is layered on buttons, buttons and sliders have different alpha values when hovering (Threshold slider on screenshot), the "hand" icon when drag navigation is no longer displayed, the menu button in top left corner no longer works. This is what the script looks like in my tests (Win 11, 3440*1440, 144hz). I have a question: is there an option or possibility of integration with impact only on the font? I understand that a lot of my code is implemented by low-level coding and may not be compatible with normal libraries But after calling the library from the MKSlicer script, I encountered a lot of graphical and functional (gfx-based) bugs. Have fun experimenting! and thx cfillion for all these great stuffs!Ĭool! Thank you! I was interested in the font smoothing feature. But on others, it can be game changing (like for ReaTab Hero). On some scripts it might be useless, or not working well (missing characters for eg). And then you can run your targeted GFX script with a ReaImGui engine. I made a template for this, extremely easy to use, the only thing to change is the template name. ![]() It has few limitations (like characters set) and not all functions have been ported (see cfillion announcement post), but it definitely have some great advantage.Īnd the most impressive thing in all this is how straightforward it is to convert a GFX script to ReaImGui. It also features some nice anti-aliasing for more shapes than GFX: New ReaImGui version: refresh rates remains constant Here is a demo with scrolling numbers and resizable font, in my ReaTab Hero script:ĭemo: Original version refresh rates drop when there are lots of notes: It was more a test for fun, but we end up discover that in some situations, there was some huge benefits, so we optimized it to handle lots of cases. So cfillion made a script which can bridge any GFX functions call to ReaImGui engine instead. I open a dedicated thread for this cause IMHO this is a very exciting news and it has only been announced in ReaImGui thread for now.
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