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Josh

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Everything posted by Josh

  1. I considered it but there are two things that made me decide against it. An icon may be in use across many widgets, so using it to indicate state isn't a great idea. Rasterization is of an icon into a pixmap (which must be done to make it visible) is a relatively slow step and should be avoided in real-time. If anything, it would probably be better to have the widget foreground color affect the widget pixmap.
  2. In Ultra you can right-click on a folder and run a batch conversion to convert an entire folder of files at once. I think this eliminates the need for any automatic conversion feature, and I am removing that functionality from the scripts, since it is error-prone and probably not a good approach.
  3. I think what is happening is the FBX converter is somehow being triggered to re-convert these files.
  4. Josh

    Runtime error

    There seems to be a mem leak when modifying the terrain height...
  5. Fixed! LoadPrefab returns an Entity object.
  6. This is actually an error in the brush build code due to the addition of multiple materials. Update is compiling now...
  7. Is emission greater than 1.0 really something that will realistically be used?
  8. 0.9.8 Added more buttons in face panel interface; Full update with some bug fixes.
  9. My conclusion on this stuff is it's useless. At best you can create something that looks worse than stock PBR materials you can buy or download for free.
  10. I tested a little bit, and it was working as expected. Please let me know if you think there is any problem. Here is the code I use for extracting the brightness value, for colors that have one channel value greater than 1.0: Vec4 c = material->GetColor(); c.a = Clamp(c.a, 0.0f, 1.0f); float brightness = 1.0f; if ((c.x > 1.0f) or (c.y > 1.0f) or (c.z > 1.0f)) { for (int n = 0; n < 3; ++n) { brightness = Max(brightness, c[n]); } for (int n = 0; n < 3; ++n) { c[n] /= brightness; } }
  11. I don't know what the problem is exactly or how to proceed with this.
  12. It looks like the problem is on the environment probes, right? Probably a problem with the pixel position reconstruction I think...
  13. This seems to be fixed now?
  14. I cannot reproduce this error in code. I would like to see the scene file so I can check of the parent entity is scaled. #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CLIENTCOORDS | WINDOW_CENTER | WINDOW_TITLEBAR); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a world auto world = CreateWorld(); //Environment maps auto specmap = LoadTexture("https://github.com/UltraEngine/Assets/raw/main/Materials/Environment/footprint_court/specular.dds"); auto diffmap = LoadTexture("https://github.com/UltraEngine/Assets/raw/main/Materials/Environment/footprint_court/diffuse.dds"); world->SetEnvironmentMap(specmap, ENVIRONMENTMAP_SPECULAR); world->SetEnvironmentMap(diffmap, ENVIRONMENTMAP_DIFFUSE); //Add a floor auto floor = CreateBox(world, 5, 1, 5); floor->SetPosition(0, -0.5, 0); auto box = CreateBox(world); box->SetPosition(0, 0.5, 0); auto camera = CreateCamera(world); camera->Move(0, 1, -3); camera->SetParent(box); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; }
  15. Josh

    Hotspot Your Heart Out

    oh yeah, this approach also supports shapes other than rectangles
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