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Known issues with Pixel Editor version 4.0.38


MattBrown

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Here is the list of all known issues with the Pixel Editor (PE) in version 4.0.38. All of them already have code fixes that will be part of the next release of S4. I'm not including feature requests here, just known bugs.

 

Matt

 

 

1) When PE starts, it tries to detect the version of the OpenGL graphics driver on your PC. It does this because PE cannot run correctly if the version is older than 1.5. At startup, PE uses a different method to determine the version than what is shown in the Help > About box. The OpenGL driver version shown in the About box is accurate, but the version retrieved at startup is not. This has led to some instances of PE running on systems where it shouldn't -- the OpenGL driver was too old, PE did not detect it, and then PE crashes. And in at least one instance, an adequate driver was on the system, but PE refused to run because it incorrectly determined that the driver was out of date.

 

2) In the channel settings in the Prop Definition window,the overflow column is calculated incorrectly when a string has more channels than the "max channels" setting. This occurs, for example, when you have more than 170 pixels on a string in a DMX/E1.31 network. If you have 170 pixels per string or less, there is no issue.

 

3) If you import a Visualizer file into a preview, then go into Prop Definition and click save, PE will crash.

 

4) After importing from the Visualizer into a preview, CCRs will have the wrong Unit ID in PE.

 

5) After importing from the Visualizer into a preview, Any prop on an LOR network that is not on the "Regular" network (i.e. Aux A, Aux B, etc) will be one network off. For example, Aux A in the Visualizer will get imported as Aux B in PE.

 

6) When a Sequence Editor (LMS/LAS) file is read into PE, only the channels in track 1 are loaded. This affects the SE to PE migration tools, as well as sequence playback in PE. If all of your channels are listed in track 1, then there is no issue.

 

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  • 2 weeks later...

These issues are all addressed in the 4.1.0 beta that was released today.

 

Matt

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