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ImGui new thread - Page 21 — Gideros Forum

ImGui new thread

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  • I think I am finally slowly grasping the basics of ImGui but I have some questions (and more will come, I guess) :

    given the code:
    application:setBackgroundColor(0x323232)
    require "ImGui"
     
     
     
    local ui = ImGui.new() 
    local IO = ui:getIO()
     
    local FontAtlas = IO:getFonts()
    local fonts = FontAtlas:addFonts{ {"fonts/CharisSIL-Regular.ttf", 18}, {"fonts/CharisSIL-Bold.ttf", 28},  {"fonts/CharisSIL-Italic.ttf", 18} }
     
     
     
    IO:setFontDefault(fonts[1])
    FontAtlas:build()
     
     
    function onWindowResize(rt)
    	local minX, minY, maxX, maxY = application:getLogicalBounds()
     
    	local sx = application:getLogicalScaleX()
    	local sy = application:getLogicalScaleY()
     
    	ui:setScale(1 / sx, 1 / sy)
    	-- move UI to top left corner
    	ui:setPosition(minX, minY)
    	-- resize display area
    	IO:setDisplaySize((maxX - minX) * sx, (maxY - minY) * sy)
     
    	if rt then
    		rt = {
    			x  = minX,
    			X  = maxX,
    			y  = minY,
    			Y  = maxY,
    			Sx = sx,
    			Sy = sy,
    			w  = (maxX - minX) * sx,
    			h  = (maxY - minY) * sy
    		}
    		return rt
    	end
    end
     
    ss = onWindowResize(true)
    window01 = true
    window02 = true
    window03 = true
     
    local function drawWindow()
     
    	ui:setNextWindowSize(ss.w, ss.h)
    	ui:setNextWindowPos(ss.x, ss.y)
    	window02 = ui:beginWindow(
    		"Window02", --title
    		nil,  -- no close button
    		ImGui.WindowFlags_NoCollapse | ImGui.WindowFlags_NoResize |ImGui.WindowFlags_MenuBar | 	ImGui.WindowFlags_NoBringToFrontOnFocus | ImGui.WindowFlags_NoMove
    		)
     
     
     
    	local word1 = ui:text("John")
    	ui:sameLine()
    	ui:pushFont(fonts[3])
    	local word3 = ui:text("\"McBulldog\"")
    	ui:popFont()
    	ui:sameLine()
    	local word4 = ui:text("Doe")
     
     
    	local button1 = ui:button("Button 1", ss.w/3, ss.h/10)
    	ui:sameLine()
    	ui:pushFont(fonts[2])
    	local button2 = ui:button("Button 2", ss.w/3, ss.h/10)
    	ui:popFont()
    	ui:sameLine()
    	local button3 = ui:button("Button 3", ss.w/3, ss.h/10)
    	--ui:sameLine()
    	local button4 = ui:button("Button 4", ss.w, ss.h/5)
     
     
    	if (button1) then print("button1") 
    	elseif (button2) then print("button2") 
    	elseif (button3) then print("button3") 
    	elseif (button4) then print("button4")
    	end
     
    	ui:endWindow()
     
     
     
    end
     
    local function onDrawGui(e)
    	ui:newFrame(e.deltaTime)
     
    	drawWindow()
     
     
    	ui:updateCursor()
    	ui:render()
    	ui:endFrame()
    end
     
     
    onWindowResize()
     
     
    stage:addEventListener("enterFrame", onDrawGui)
    stage:addEventListener("applicationResize", onWindowResize)
    stage:addChild(ui)


    I have this gui




    Looking at the picture:

    1) It seems that the whole content is not "centered": the distances marked with the circled numbers 1 and 2 is not equal. I guess it is due to some kind of preset margin/padding? How do I fix this? :smile:

    2) How do I center/reposition elements on screen inside imgui?
    I drew some red circles between the elements placed using ui:sameLine(): can we change that distance between elements, but only on certain elements?

    3) If I want to screen center my first line of text (word1, word3, word4 in code) how can I do it?

    4) What is the grey band (I marked it with 3) between the title and the content of the window? Where does it come from?

    5) How do I style buttons? Change colors, alignment etc? I've found the section Style setters/getters on github but I am not smart enough to figure out how to use it.

    6) I noticed that in some examples you make use of ui:newLine() to add elements on a new line; but this example works without it. Is it better to use it anyway?


    Thank you a lot! I hope my questions are not too much annoying :)
  • about 4) perhaps you've set some windowflag e.g. ImGui.WindowFlags_MenuBar?
  • keszegh said:

    about 4) perhaps you've set some windowflag e.g. ImGui.WindowFlags_MenuBar?

    Nice spot @keszegh ! I forgot to remove it in my tests.. Thank you :blush:
  • for styling, here is some code of mine from my Gui:init():
     self.imgui = ImGui.new(nil, false, true, false)
      --self.imgui = ImGui.new(nil, true, true, false)  
     
      local imgui=self.imgui  
     
      --imgui:removeAllListeners()
     
      self.IO = imgui:getIO()
      local IO=self.IO
      IO:setIniFilename("|D|fragmentergui.cfg") 
     
      self.style = imgui:getStyle()
      local Style=self.style
     
      --imgui:setLightStyle()
      imgui:setDarkStyle()
     
      IO:setIniSavingRate(0)
     
      IO:setConfigWindowsMoveFromTitleBarOnly(true)
     
      IO:setConfigFlags(ImGui.ConfigFlags_None)
     
      --Style:setAntiAliasedLines(false)
      Style:setWindowMenuButtonPosition(ImGui.Dir_None)
      --IO:addConfigFlags(ImGui.ConfigFlags_DockingEnable)
     
      imgui:pushStyleVar(ImGui.StyleVar_WindowRounding, 0)
      imgui:pushStyleVar(ImGui.StyleVar_ScrollbarRounding, 0)
      --imgui:pushStyleVar(ImGui.StyleVar_FrameRounding, 4)--rounding of buttons etc.
      imgui:pushStyleVar(ImGui.StyleVar_ItemSpacing, 4,4)
      imgui:pushStyleVar(ImGui.StyleVar_WindowPadding, 4,4)
      imgui:pushStyleVar(ImGui.StyleVar_GrabMinSize, 5)
      imgui:pushStyleVar(ImGui.StyleVar_WindowBorderSize,0)
      --imgui:pushStyleVar(ImGui.StyleVar_ChildBorderSize,1)
      imgui:pushStyleVar(ImGui.StyleVar_CellPadding,4,0)
      Style:setPopupBorderSize(0,0)
      --imgui:pushStyleVar(ImGui.StyleVar_FrameBorderSize,1) 
     
      imgui:pushStyleVar(ImGui.StyleVar_SelectableTextAlign,0,0.5)
      imgui:pushStyleVar(ImGui.StyleVar_ButtonTextAlign, 0, 0.5)
     
      imgui:setStyleColor(ImGui.Col_WindowBg, 0x202020, 1.00)
      --imgui:setStyleColor(ImGui.Col_WindowBg, 0x808080, 1.00)
      --imgui:setStyleColor(ImGui.Col_FrameBg, 0x404040, 1.00)
      --imgui:setStyleColor(ImGui.Col_FrameBgHovered, 0x404040, 1.00)
      --imgui:setStyleColor(ImGui.Col_FrameBgActive, 0x505050, 1.00)
      imgui:setStyleColor(ImGui.Col_FrameBg, 0x606060, 1.00)
      imgui:setStyleColor(ImGui.Col_FrameBgHovered, 0x707070, 1.00)
      imgui:setStyleColor(ImGui.Col_FrameBgActive, 0x808080, 1.00)
      imgui:setStyleColor(ImGui.Col_CheckMark, 0xE6E6E6, 1.00)
      imgui:setStyleColor(ImGui.Col_TitleBg, 0x606060, 1.00)
      imgui:setStyleColor(ImGui.Col_TitleBgActive,  0x606060, 1.00)
      imgui:setStyleColor(ImGui.Col_TitleBgCollapsed,  0x606060, 1.0)
     
      imgui:setStyleColor(ImGui.Col_PopupBg, 0x303030, 1.00)
      imgui:setStyleColor(ImGui.Col_SliderGrab, 0x909090, 1.00)
      imgui:setStyleColor(ImGui.Col_SliderGrabActive, 0x909090, 1.00)
     
      imgui:setStyleColor(ImGui.Col_Button, 0x606060, 1.00)
      imgui:setStyleColor(ImGui.Col_ButtonHovered, 0x707070, 1.00)
      imgui:setStyleColor(ImGui.Col_ButtonActive, 0xa0a0a0, 1.00)
     
      --imgui:setStyleColor(ImGui.Col_Header, 0x606060, 0.31)
      --imgui:setStyleColor(ImGui.Col_HeaderHovered, 0x707070, 0.80)
      --imgui:setStyleColor(ImGui.Col_HeaderActive, 0x707070, 1.00)
      imgui:setStyleColor(ImGui.Col_Header, 0x606060, 0.2)  
      imgui:setStyleColor(ImGui.Col_HeaderHovered, 0x606060, 0.40)
      imgui:setStyleColor(ImGui.Col_HeaderActive, 0x606060, 0.70)
     
      imgui:setStyleColor(ImGui.Col_MenuBarBg, 0x606060, 1.00)  
      --imgui:setStyleColor(ImGui.Col_ChildBg, 0x303030, 1)  
      imgui:setStyleColor(ImGui.Col_ChildBg, 0x404040, 1)  
     
     
      imgui:setStyleColor(ImGui.Col_Text, 0xE6E6E6, 1.00)
      imgui:setStyleColor(ImGui.Col_TextDisabled, 0x7F7F7F, 1.00)
      --imgui:setStyleColor(ImGui.Col_Border, 0x6D6D7F, 0.50)
      imgui:setStyleColor(ImGui.Col_Border,0x6B6B6B,1)
      --imgui:setStyleColor(ImGui.Col_Border, 0xaDaD0F, 1)  
      imgui:setStyleColor(ImGui.Col_BorderShadow, 0x000000, 0.00)
      imgui:setStyleColor(ImGui.Col_ScrollbarBg, 0x050505, 0.53)
      imgui:setStyleColor(ImGui.Col_ScrollbarGrab, 0x4F4F4F, 1.00)
      imgui:setStyleColor(ImGui.Col_ScrollbarGrabHovered, 0x686868, 1.00)
      imgui:setStyleColor(ImGui.Col_ScrollbarGrabActive, 0x828282, 1.00)
      imgui:setStyleColor(ImGui.Col_Separator, 0x6D6D7F, 0.50)
      imgui:setStyleColor(ImGui.Col_SeparatorHovered, 0x1966BF, 0.78)
      imgui:setStyleColor(ImGui.Col_SeparatorActive, 0x1966BF, 1.00)
      imgui:setStyleColor(ImGui.Col_ResizeGrip, 0x4296F9, 0.25)
      imgui:setStyleColor(ImGui.Col_ResizeGripHovered, 0x4296F9, 0.67)
      imgui:setStyleColor(ImGui.Col_ResizeGripActive, 0x4296F9, 0.95)
      imgui:setStyleColor(ImGui.Col_Tab, 0x2D5993, 0.86)
      imgui:setStyleColor(ImGui.Col_TabHovered, 0x4296F9, 0.80)
      imgui:setStyleColor(ImGui.Col_TabActive, 0x3268AD, 1.00)
      imgui:setStyleColor(ImGui.Col_TabUnfocused, 0x111A25, 0.97)
      imgui:setStyleColor(ImGui.Col_TabUnfocusedActive, 0x22426C, 1.00)
      imgui:setStyleColor(ImGui.Col_PlotLines, 0x9B9B9B, 1.00)
      imgui:setStyleColor(ImGui.Col_PlotLinesHovered, 0xFF6D59, 1.00)
      imgui:setStyleColor(ImGui.Col_PlotHistogram, 0xE5B200, 1.00)
      imgui:setStyleColor(ImGui.Col_PlotHistogramHovered, 0xFF9900, 1.00)
      imgui:setStyleColor(ImGui.Col_TextSelectedBg, 0x4296F9, 0.35)
      imgui:setStyleColor(ImGui.Col_DragDropTarget, 0xFFFF00, 0.90)
      imgui:setStyleColor(ImGui.Col_NavHighlight, 0x4296F9, 1.00)
      imgui:setStyleColor(ImGui.Col_NavWindowingHighlight, 0xFFFFFF, 0.70)
      imgui:setStyleColor(ImGui.Col_NavWindowingDimBg, 0xCCCCCC, 0.0)
      imgui:setStyleColor(ImGui.Col_ModalWindowDimBg, 0xCCCCCC, 0.0)
     
      Style:setIndentSpacing(4)  
     
      --imgui antialias:
      --local backupAAL = style:getAntiAliasedLines()
      --style:setAntiAliasedLines(false)
      ---- draw image with border
      --style:setAntiAliasedLines(backupAAL)
     
      --imgui:captureMouseFromApp(true)
     
      --self:addEventListener(Event.APPLICATION_RESIZE,onAppResize,nil)
     
      --IO:setKeyRepeatDelay(100) -- default 0.25
      --IO:setKeyRepeatRate(100) -- default 0.05  
     
      --assert(io.open("|R|resources/Roboto-Regular.ttf", "rb") ~= nil, "File not found!")
      local FontAtlas = IO:getFonts()
      local Roboto_font = FontAtlas:addFont(_resources.."Roboto-Regular.ttf",26, {  
          oversampleH = 2,
          oversampleV = 2,
          --glyphs = {
          --ranges = {ImGui.GlyphRanges_Cyrillic}
          --}
        })
      Roboto_font:setScale(0.5)
      IO:setFontDefault(Roboto_font)
      FontAtlas:build()

    Likes: pie

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  • Thank you @keszegh that shed a lot of light here :smiley:
    Thanks to your snippet I learned of the existence of
    pushStyleVar() and popStyleVar() and even
    	ui:pushStyleColor(ui.Col_Button, 0x606060, 1.00)
    	ui:pushStyleColor(ui.Col_ButtonHovered, 0x707070, 1.00)
    	ui:pushStyleColor(ui.Col_ButtonActive, 0xa0a0a0, 1.00)
    	local button1 = ui:button("Button 1", ss.w/3, ss.h/10)
    	ui:popStyleColor()
    	ui:popStyleColor()
    	ui:popStyleColor()
    that works almost as pushFont and popFont to style single elements or a bunch of them.

    I wonder if there is a more friendly method to write this but this answers to questions #2 and #5

  • yes, that is the way to do it, push a style and then pop it. you can write functions to push/pop multiple style elements at once.
  • @pie currently I cant answer on each question. For styling you can use:
    ImGui:showLuaStyleEditor()

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  • Thank you @rrraptor I managed to understand how to center stuff too, I don't know if it's the best way to do it but I'd say it works. I've put together a super commented hello world project with styling example if someone else is interested.
    If you have time to validate it (ie I didn't do extreme mistakes o:) ) feel free to post it on the wiki, in your github or wherever it might be found without looking inside this blobby thread :wink:





    there is still a question without an answer:
    6) I noticed that in some examples you make use of ui:newLine() to add elements on a new line; but this example works without it. Is it better to use it anyway?

    Thank you
    rar
    rar
    imgui_Hello_styling.rar
    939K
  • Hi, is it possible to drag to scroll a clipper clipped list, as we do everyday on our phones with internet browsers, social network and stuff?

    I've found this thread but I am not able to make this work due to my lack of knowledge: should this be compiled directly into imgui source?
    I tried translating it to lua but I guess I did something wrong because I don't know anything about C/C++ o:)

    https://github.com/ocornut/imgui/issues/3379#issuecomment-669259429

    This is my lua translation, and it breaks because it can find getCurrentContext() - it finds something if I call it using a single dot but then it breaks on the next line.
    And it can't find getIO().mouseDelta
    local function ScrollWhenDraggingOnVoid(delta, mouse_button)
     
        local g = ui:getCurrentContext()
        local window = g.CurrentWindow
        local hovered = false
        local held = false
        local button_flags = ImGui.ButtonFlags_MouseButtonLeft | ImGui.ButtonFlags_MouseButtonRight | ImGui.ButtonFlags_MouseButtonMiddle
        if g.HoveredId == 0 then -- If nothing hovered so far in the frame (not same as IsAnyItemHovered()!)
            ui:buttonBehavior(window:rect(), window:getID("##scrolldraggingoverlay"), hovered, held, button_flags)
    		if (held and delta.x  ~= 0) then
    			ui:setScrollX(window, window.Scroll.x + delta.x)
    		end
    		if (held and delta.y ~= 0) then
    			ui:setScrollY(window, window.Scroll.y + delta.y)
    		end
    	end
    end
     
     
    --and just before ui:end() which I don't have, so I put it before ui:endWindow()
    local mouse_delta = ui:getIO().mouseDelta
    ScrollWhenDraggingOnVoid(0 - mouse_delta.y, ImGui.MouseButton_Middle)
    Any idea or workaround is appreciated, thank you :smile:

  • rrraptorrrraptor Member
    edited November 2022
    @pie all windows and context stuff is internal and not availiable in lua version. You can use something from here, but there is no binding for "buttonBehavior".

    Also, there is no properties, e.g.
    ui:getIO().mouseDelta
    is wrong, but
    IO = ui:getIO()
    local dx, dy = IO:getMouseDelta()
    is correct

    I can add all default "behavior" stuff in lua verison if needed

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  • rrraptor said:



    I can add all default "behavior" stuff in lua verison if needed

    If that could "unlock" every imgui potential and the previous workaround I posted I'd love to use it, but I don't know how much work is involved to do it.. if you have time to do it I guess it is always better to have more than less options o:) :*

    thank you
  • keszegh said:

    rrraptor said:

    As a work around you can do this after "newFrame()" call:

    if (ui:isKeyPressed(KeyCode.TAB) and ui:isKeyDown(KeyCode.CTRL)) then 
    	IO:setModKeysDown(KeyCode.MODIFIER_CTRL, false)
    end
    It does not solves the problem, but atleast removes the popup.
    this seems to work, thanks a lot.
    hi @rrraptor , there seems to be an imgui fix for the ctrl+tab issue:
    https://github.com/ocornut/imgui/issues/4828
    let me know when i can and how should i change my code to rely on this instead of your workaround. ty
  • keszegh said:

    hi @rrraptor , there seems to be an imgui fix for the ctrl+tab issue:
    https://github.com/ocornut/imgui/issues/4828
    let me know when i can and how should i change my code to rely on this instead of your workaround. ty

    Well, last stable version is still 1.88, so I would wait for 1.89
  • rrraptor said:

    keszegh said:

    hi @rrraptor , there seems to be an imgui fix for the ctrl+tab issue:
    https://github.com/ocornut/imgui/issues/4828
    let me know when i can and how should i change my code to rely on this instead of your workaround. ty

    Well, last stable version is still 1.88, so I would wait for 1.89
    that's fine, thanks
  • Hi, I noticed that imgui works properly only if scale project setting is set to Top Left-No scale. Is that expected?

    For example with the scale mode of the project set to "stretch" imgui is no longer able to understand where the touches/hovers happen.
    Is there any workaround for this behaviour?
    See attached project for a ready made example.



    Thank you
    rar
    rar
    Imgui_android_stretch.rar
    3K
  • as a workaround you can modify the code i shared recently with manual touch generation with the proper scales, something like this where you need to compute the relevant constants:
    local xGui=event.touch.x/imgui_scaling_x
    local yGui=event.touch.y/imgui_scaling_y
    IO:setMousePos(xGui,yGui)

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  • keszegh said:


    EDIT: note that hovering the pen does not send hover info to the gideros app (i wish it would).

    @hgy29 said that it is a qt-level issue and nothing can be done, yet i've found a thread where it seems that this was corrected:
    https://bugreports.qt.io/browse/QTBUG-57485?focusedCommentId=339844&page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel

    so again, would it be possible somehow to make a wacom pen also generate hover events when hovering? (for tooltip popups and button hover style-changes this would be very important)

  • we need rrraptor (hope he is doing well?)
    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
  • keszeghkeszegh Member
    edited January 2023
    indeed.
    @rrraptor ,i'd like to draw something on sliders that is above the slider background but behind the sliding bar and the counter for the slider.
    is that possible in some way without redrawing manually every part of the slider?
  • keszegh said:

    keszegh said:


    EDIT: note that hovering the pen does not send hover info to the gideros app (i wish it would).

    @hgy29 said that it is a qt-level issue and nothing can be done, yet i've found a thread where it seems that this was corrected:
    https://bugreports.qt.io/browse/QTBUG-57485?focusedCommentId=339844&page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel

    so again, would it be possible somehow to make a wacom pen also generate hover events when hovering? (for tooltip popups and button hover style-changes this would be very important)

    @hgy29 , i would appreciate if you could look into this a bit.
  • hgy29hgy29 Maintainer
    Just had a look and it looks like our code is correct at Gideros level. In the thread you mnetion they say it was corrected in 5.9, but we are already using 6.3. I will try to get a wacom tablet again and see what happen

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  • piepie Member
    edited February 2023
    hi, do you have any clue about this error?
    [570] ../Common/imgui_src/imgui_internal.h: n < (Storage.Size << 5)

    It sometimes happens when I build my FontAtlas, but it happens totally random: if I restart the app inside gideros player once or twice without making any edit it doesn't happen.

    [edit] it sounds like as if something in gideros player is waiting for a reset/cache cleaning: if I close it and open it again it doesn't happen.
  • piepie Member
    pie said:

    hi, do you have any clue about this error?
    [570] ../Common/imgui_src/imgui_internal.h: n < (Storage.Size << 5)

    It sometimes happens when I build my FontAtlas, but it happens totally random: if I restart the app inside gideros player once or twice without making any edit it doesn't happen.

    [edit] it sounds like as if something in gideros player is waiting for a reset/cache cleaning: if I close it and open it again it doesn't happen.</p>

    To partially answer my own question (I still have some unexpected player hanging after uploading files) :
    sometimes happened that my first enterframe function (the one that also draws imgui itself) was called BEFORE FontAtlas was effectively built (ready to be used).

    Now I understand the need for FontAtlas:isBuilt() method :#

    Adding this check in my enterframe function fixed the reported error.
    if FontAtlas:isBuilt() == false then
     
    		--wait for fontAtlas to be ready
    		print("FONTATLAS?", FontAtlas:isBuilt())
     
    	else
    		--do enterframe stuff with imgui
     
    		ui:newFrame(e.deltaTime)
     
    		DrawWindow(ui)
    		notifications:draw()
     
    		ui:updateCursor()
    		ui:render()
    		ui:endFrame()
    	end
  • i guess it is safer to generate the FontAtlas in an init function and not in a one called during enterframe, at least i had never such a problem doing it this way.

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  • piepie Member
    @keszegh my FontAtlas is generated in an init function, on enterframe I just check if it's already built.
    I've had this issue only through gideros player on my laptop though, and I presume it happens because I need a bunch of specific characters in 3 flavours (regular, italic and bold) which (I presume) sometimes take a bit longer to be built compared to how fast the addition of enterframe listener happens.
    The bug is not completely gone though: it just happens less often with that addition
  • pie said:

    @keszegh my FontAtlas is generated in an init function, on enterframe I just check if it's already built.
    I've had this issue only through gideros player on my laptop though, and I presume it happens because I need a bunch of specific characters in 3 flavours (regular, italic and bold) which (I presume) sometimes take a bit longer to be built compared to how fast the addition of enterframe listener happens.
    The bug is not completely gone though: it just happens less often with that addition

    i see.
    even with isBuilt checking you cannot avoid the crash?
  • piepie Member
    Unfortunately not, but it seems to me that it might have to do with something remaining hanging from a previous run on gideros player: (from gideros studio ide, guessing % :wink: )
    it happens
    90% if I re-run the app without stopping it before,
    70% if I just stop and run, with a chance of gideros player not responding/crash
    20% if I stop, wait some time and then run the app again.
    0% on first player run

    It does seem related to the size of textures though, because the chances of it happening lowered when I got rid of a 4th font and some images.
  • maybe related I had an app which created quite some big textures (see https://wiki.gideros.rocks/index.php/Texture.new please notice the extend default to true). On win32 build when the texture reached the 2Gb memory usage it just crashed!
    Thanks to new win32 64bit now I can go up to 4Gb before it crashes. But to prevent the crashes I had to set extend to false and that helped a lot decreasing the memory usage (no crash so far).
    my growING GIDEROS github repositories: https://github.com/mokalux?tab=repositories
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