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Josh

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Everything posted by Josh

  1. In Ultra there is an "Add Component" button in the entity properties under the Map tab in the right-hand sidepanel. Find the component you want to add and double-click on it.
  2. It is, but just be aware that AMD cards will currently display some bad artifacts. I cant say for sure yet whether this is due to a driver bug or an error on my part.
  3. AMD cards aren't working correctly yet.
  4. Yes, there is a new engine with higher required specs called Ultra, and it is 64-bit only.
  5. RGBA16 is used because it supports values outside the range of 0-1. This is important if post-processing effects are used, and it also important for environment probes.
  6. Do it like this: unsigned short* data = (unsigned short*)pixmap->pixels->Data(); Each channel will be a half float. Use halfToFloat() to convert that to a floating point number.
  7. Yeah, it appears the FBX exporter is not exporting exactly the right way. I saw in Blender and in Microsoft 3D Viewer the model just used a single texture.
  8. If you open the model (double-click the MDL file in the asset browser) then you can right-click on a mesh in the hierarchy tree and click the "Select Material" menu. This lets you select a material to apply to the subobject. You can then save the MDL file and it will be saved with the correct material paths.
  9. In Microsoft 3D Viewer and Blender, I see one texture applied to the entire model: In Leadwerks I see this: You can right-click on a surface and select a material to be applied to the model, then resave the model: However, I do not know why the materials in the FBX export seems to not match what you are seeing in your modeling program.
  10. I don't know, but if you upload the FBX file with textures in a zip file here I will try it out and see.
  11. When an FBX file is present in a project folder, the editor will automatically convert this file to Leadwerks MDL format, which can be loaded by the editor and engine.
  12. I think you can get it this way: sprite->mesh->material
  13. There was a problem with the model drag-and-drop. In the 2D viewports the position was not being rounded to the grid units. The dropped coordinate was calculated wrong, and was offset by the window titlebar. With brush editor, the edges are not intended to snap to the grid position if the grid size is bigger than when the brush was created. The grid determines the increments by which things change. The Leadwerks way was the sloppily coded approach, the Ultra way is what I actually wanted.
  14. I don't plan to include the Steamworks library in Ultra, if it can be avoided.
  15. Pixmap::Sample(). You can input an iVec2 to get a single pixel without bilinear filtering.
  16. Fun fact: In Ultra there is only one vertex and index buffer.
  17. The grid measurements are correct, it's just that the string formatting was rounding off one decimal place. I adjusted it so it allows two decimal spaces when needed.
  18. Here is the code Leadwerks uses for Steam lobbies and P2P networking. SteamNetworking.zip
  19. To downcast just call Model(entity). This works for most types but since it is a function I have to declare there may be some missing.
  20. I can't say for certain if there are actually any driver bugs on AMD cards yet.
  21. Actually, yeah, I did builds for both x86 and Apple Silicon Macs. I will probably only support Apple Silicon in the future though. It always pays off to just use the latest thing, because it just gets more and more common with time.
  22. You can use Framebuffer:Capture to take screenshots and get a pixmap. I had to implement this in order to save the rendering results of the environment probes.
  23. It will support Mac. I have run earlier builds on Mac. I don't have a release date for that in mind right now, because it does not make sense to do multiple platforms when the updates are coming so frequently.
  24. It will work pretty easily, just make sure the settings is enabled to set breakpoints everywhere: https://www.ultraengine.com/learn/Programming?lang=lua
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