@shadeMe,
thanks for updates, and I must tell, tweaking godrays shader is very hard, but with your plugin I discovered my errors, and best combinations for the shader now. There are two problems though:
You can disable-enable shaders without quitting menu, but updates only appear if you quit the menu. It would save time if changing variables affects instantly or via an apply button, an someway to hide the menu.
The variables read 0, even after changing them.
Those are not very important though, no need to over complicate it.
It's funny, I find the support plugin more useful for developers.
Can make the shader variables update instantly, but if I were to disable the menu right away, you'll end up having to reopen the menu through the token. I'm still looking into the "zero value" issue.
More requests.
Some of these are repeats of old ones, just making sure they weren't missed:
. Default to all shaders off.
. Changing of vector variables, perhaps detecting commas to separate indices?
. A short readme which just explains input formats (what a boolean is, float is, what keypresses do what, that sort of thing)
. Perhaps change the shader listing to "
- ()" to make it clear what is what to even the most ignorant of people?
. Support for the next version of Godrays (probably should work with vtastek on that, he can give you a name, and then you can release them at the same time or something.)
. Changing shaders on horseback (I don't know if you allowed this or not, someone else brough it up)
. Changing shaders from the item when hotkeyed (again, possibly tricky due to a lack of menumode, so not really important - ScreenEffects' ScreenControls managed it though, so maybe that would help)
That's all I can think of for now, for your consideration. Plenty more to come with time.
Did you figure out what was causing my error, or is that still a mystery?. Can and will be done.
. OBGE's already got a function to set shader vectors, but I haven't tried it though. Will look into it.
. Noted.
. Possible, but seems unnecessary (IMHO, of course
). Better to name the shaders more descriptively. In any case, I'll add a description field for each shader that'll get displayed in the variable menu.
. Trivial - Shouldn't be an issue.
. Already fixed (in the current dev. build)
. Can be fixed (restriction placed by CoBL token). Will do.
As for your (and some others' too, apparently) error, not really. Been quite busy with other priorities. The new function can be used to fix it, but right now, I'm having some trouble compiling the plugin's code. It's a minor detail that should be trivial to fix, but I haven't had the time to look into it yet. Hopefully, I'll be able to release both before next week.
I use FRAPS to take screenshots, and it works fine. Not sure if that's any help for you, but there's a possible alternative. :shrug:
I haven't rigorously tested it, I've noticed it to miss now and then. The ENB wrapper however catches all screenshot keypresses.