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Josh

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Everything posted by Josh

  1. Yeah, I noticed this. I need to make it trigger a file name change because it's not supposed to save map files.
  2. Fixed. Some of the menu items were removed (not created) so I was accidentally creating some extra listeners with NULL as the source, meaning they get triggered for all sources, so the event process function was being called three times. What do you mean?
  3. The plugin is FITextureLoader.dll. FreeImage.dll is not a plugin, it is a required DLL the plugin DLL must use.
  4. This occurs because the selection outline works by rendering the object to a second camera. I suspect the bottleneck there is the fragment shader. Maybe I can just use the depth buffer and disable the fragment shader, since it isn't needed in the selection outline pass.
  5. Added option for v-sync, enabled by default. This only affects 3D viewports, 2D viewports always have this disabled.
  6. Probably related, you can see a similar error in the terrain shader.
  7. Fixed ambient light level not loading from Leadwerks maps Fixed terrain in Leadwerks maps not loading correctly. Texture layers still need some work...
  8. Default environment map now loaded from project folder instead of editor program directory.
  9. Reported to AMD here: https://community.amd.com/t5/opengl-vulkan/cascaded-shadow-map-artifacts-in-glsl/m-p/637524#M5003 Also asking on Khronos forum: https://community.khronos.org/t/glsl-shader-logic-on-amd-cards/110143
  10. Added clear color to camera properties.
  11. Lua binaries updated, components are now getting attached properly. Note that a component script must call RegisterComponent() to make itself available.
  12. You might need to load the FreeImage plugin to support PNG and JPEG texture loading.
  13. Perhaps another manifestation of the same problem here:
  14. This may have been caused by the Light::SetRange command not triggering the lighting bounding box to update. I updated the editor and it seems to be fixed in there...continuing to test...
  15. It is strange that this seems to not happen at all in the editor...
  16. Something else strange. This doesn't seem to appear on the box lights, so maybe it will go away once I fix the main issue.
  17. Box lights seem fine, but yeah I need to look closer at point and spot light volume intersection... devtest.zip
  18. Fixed. I removed the fog settings because fog is a per-camera settings and the other stuff is all per-world. I am not sure how fog and post-effects should be handled yet. Intuitively it seems like they would be set for the world, but I need to determine the rules that are in place for cameras that are created in code and in the scene, and whether cameras should have their own individual settings for these, and how that interacts with the per-map setting.
  19. This only happens with spot lights, right?
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