Klimczak.Jan Posted March 6, 2018 Share Posted March 6, 2018 Hi, I am implementing custom modules into engine as addition into code of main class: main() { ... Unigine::Engine* pEngine = Unigine::Engine::init(UNIGINE_VERSION, argc, argv); while (!pEngine->isDone()) { pEngine->update(); pEngine->render(); pEngine->swap(); } ... } which works well in game mode, but it holds at pEngine->Update() method in Editor2 (runned as argument -video_app auto -video_vsync 0 -video_refresh 0 -video_mode 1 -video_resizable 1 -video_fullscreen 0 -video_debug 0 -video_gamma 1.000000 -sound_app auto -data_path "../" -engine_config "../data/unigine.cfg" -extern_plugin "Collada,Editor2" -console_command "config_readonly 0 && world_load \"xxx\""). It's going through pEngine->Update() after closing Editor2. How can I make this loop: while (isDone() == 0) { update(); render(); swap(); } to work with Editor2 ? If is not possible then do I should try to move my implementation into AppSystemLogic ? Link to comment
sinbizkit Posted March 7, 2018 Share Posted March 7, 2018 Hi, Jan. Editor2`s instance intercepts and blocks the event loop inside the `main` function and calls `Engine::update|render|swap` methods inside its own loop. Move your code inside `AppSystemLogic` as you suggested. This should solve the issue. 3 Link to comment
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