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Josh

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Everything posted by Josh

  1. The index needs to be one-based in Lua.
  2. Ah, if "show grid" is enabled in the settings, then the behavior you see occurs.
  3. This is what I see.
  4. 0.9.7 Added mousewheel zoom in flowgraph.
  5. Drag-add-to-flowgraph has been fixed. Copied entities appear to work correctly.
  6. I added the material, entity, and texture overloads for Camera:SetUniform.
  7. Update is available now that fixes this.
  8. If I get rid of the call to glDeleteTextures() the problem goes away, so this seems very likely...
  9. Okay, my Nvidia card does the same thing. Did this behavior start recently? It could be related to the use of bindless textures for shadow maps.
  10. The location of the call stack indicates the crash is happening in the Nvidia driver. Maybe the shadow map is being used after deletion. Let me swap out GPUs and see what my Nvidia card does.
  11. No problems here. I just made some small changes to make the light easier to see: #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { auto displays = GetDisplays(); auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); auto framebuffer = CreateFramebuffer(window); auto world = CreateWorld(); world->SetAmbientLight(0); auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetFov(70); camera->Move(0, 2, -8); auto ground = CreateBox(world, 20, 1, 20); ground->SetPosition(0, -0.5, 0); ground->SetColor(0, 1, 0); auto light = CreatePointLight(world); light->SetPosition(0, 2, 0); light->SetRange(0.1, 20); //Main loop while (window->Closed() == false and window->KeyHit(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); if (window->KeyHit(KEY_SPACE)) { light = nullptr;//crash } } return 0; }
  12. Fix is incoming...
  13. Okay, I know why this is happening. It's a little tricky to fix...
  14. It's like this: #include "UltraEngine.h" #include "Steamworks/Steamworks.h" using namespace UltraEngine; void ExecuteDir(const WString& path, const bool recursive) { auto dir = LoadDir(path); for (auto file : dir) { WString filepath = path + "/" + file; switch (FileType(filepath)) { case 1: if (ExtractExt(file).Lower() == "lua") RunScript(filepath); break; case 2: if (recursive) ExecuteDir(filepath, true); break; } } } int main(int argc, const char* argv[]) { //Get commandline settings auto settings = ParseCommandLine(argc, argv); auto L = GetLuaState(); Steamworks::BindCommands(L); L->set_function("CommandLine", [settings]() { return tableplusplus::tablewrapper(settings); }); //Run the error handler script RunScript("Source/System/ErrorHandler.lua"); //Enable the debugger if needed shared_ptr<Timer> debugtimer; if (settings["debug"].is_boolean() and settings["debug"] == true) { RunScript("Source/System/Debugger.lua"); debugtimer = CreateTimer(510); ListenEvent(EVENT_TIMERTICK, debugtimer, std::bind(PollDebugger, 500)); } //Run the component system helper RunScript("Source/System/ComponentSystem.lua"); //Run user start scripts ExecuteDir("Source/Start", false); //Run component scripts auto dir = LoadDir("Source/Components"); for (auto file : dir) { if (FileType("Source/Components/" + file) == 2) { ExecuteDir("Source/Components/" + file, false); } } //Run main script RunScript("Source/main.lua"); return 0; }
  15. Fixed, only editor is updated at this time.
  16. Okay, let's start with this example that shows the error: Test.rar
  17. Posteffect class has no other methods? Added Get/SetBackFaceCullMode, Get/SetBackFaceLighting, I am not completely sure that Get/SetDepthMask and Get/SetDepthTest should be exposed, or how they should work. I would consider the commands not official currently. Added a lot of missing camera methods. The editor is updated now. Have not updated the Lua interpreter yet.
  18. The ExtractLightInfo function should provide the shadow map bindless texture handle. This is stored in the entity matrices block, and does not change between rendering the main pass, and when post-processing effects are drawn. So I think there is probably a problem extracting that value correctly. If you have code I can look at I will check it.
  19. 0.9.7 Flowgraph nodes have a little bit different appearance now.
  20. Something experimental you can try if you would like: https://ultra.canny.io/feature-requests It requires registering an account through email, or I guess you can also sign-in through Google. This is not my ideal solution, but it does allow voting on feature requests, which might help us get a better idea of what the community as a whole wants to prioritize. Let's try it and see how it goes.
  21. 0.9.7 Fixed problem with dragging objects from scene browser tree into flowgraph panel.
  22. Invision Power Board has been in use on this site, and previously on leadwerks.com, since 2009. There was a forum system before that, I think using PHPBB(?). That is what this thread is referencing.
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