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Josh

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Everything posted by Josh

  1. The way your force an OpenGL application to use the discrete GPU is to declare these variables in the application: #ifdef _WIN32 #include <windows.h> //Hack to force NVidia discrete card when integrated graphics are present: //http://developer.download.nvidia.com/devzone/devcenter/gamegraphics/files/OptimusRenderingPolicies.pdf - Page 3 extern "C" { _declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001; _declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1; } #endif I include these in the static library, and the Nvidia value seems to be detected correctly. It appears that the AMD value does not get detected unless it is declared directly in the compiled application. This is why the editor and Lua executables worked on your machine, but new C++ programs did not. The solution is to move this file into the C++ project template.
  2. Include this code file in your C++ solution and I think it will work. SelectDevice.cpp
  3. Bingo. It must be using the Intel graphics in the C++ program.
  4. Does this machine have two graphics chips, like a discrete card and then maybe an integrated chip in the CPU? This will tell you the GPU being used: //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { while (PeekEvent()) { const Event e = WaitEvent(); if (e.id == EVENT_STARTRENDERER) { Print(e.text); } } world->Update(); world->Render(framebuffer); }
  5. You are sure the Lua and C++ builds act differently? This does not make any sense to me.
  6. I'm sorry to hear that. You created a new project, which would have the new shaders? Our next step is to report this to AMD. They actually seem like they take their drivers seriously and I have seen good results so far when reporting issues to them.
  7. 0.9.7 Added shadowmap size property in scene editor.
  8. There are some NULL mapping plane value in the file: "mappingplane": [ [ null, null, null, null ], [ null, null, null, null ] ], Perhaps there was some kind of zero scaling applied, which caused the texture mapping equation to produce NAN values which got saved as NULL values? I can easily fix this by adding a check in the loader to make sure the array values are numbers.
  9. Okay, the beta branch now uses bindless textures for all shadow and probe maps. This is a total replacement for the code your card was having trouble with. I have tested on a Radeon 580 with no issues, but this card also did not display any issues before. Please let me know the result. Any existing projects must be updated to get the latest shaders.
  10. 0.9.7 Shadow maps have been switched back to the bindless texture approach, instead of using array textures. Shader lighting code has been modified and projects must be updated to get the new shaders. Light::SetShadowmapSize() method is added. Probably improved compatibility with some cards.
  11. Not a super exciting screenshot, but I got spot lights switched back to using bindless textures instead of an array texture. The other light types will follow.
  12. 0.9.7 Added per-mesh "Update Normals" in model editor right-click popup menu. Fixed some bugs.
  13. You can also set the max force and torque of the door joint, which will counteract the held object.
  14. Ha! That's actually pretty interesting to see. Okay, this is a little tricky. You could lessen the maximum force and torque applied to the kinematic joint that is used to pick up objects. However, if you lower those values the objects won't snap to position as quickly, and you will get a rubber-banding effect. So you probably do want those forces to be quite high. https://www.ultraengine.com/learn/Joint_SetMaxForce?lang=cpp https://www.ultraengine.com/learn/Joint_SetMaxTorque?lang=cpp Your solution of setting the object's mass to zero when it is not active is probably a good one for most scenarios.
  15. Okay, got it now...
  16. Wow, this is amazing. It's not using a compute shader anymore? The integration seems so simple.
  17. What if you just increase the mass of the door? Or maybe use a box collider so objects can't grab onto the door? I can't see exactly what is going on...
  18. I do not understand what you are trying to do. Your script is very confusing.
  19. Please upload your map and whatever models I need to produce the error. I have tried to recreate the problem but I cannot cause any error.
  20. 0.9.7 Added animation properties in model editor.
  21. Josh

    Project manager

    @Dreikblack I am having trouble producing this error. I tried adding ziplib.txt to the ignore list, and modifying Legal/Ziplib.txt in the templates folder to cause the project to get out of date, but the project does not go out of date and it seems like the file is being ignored correctly.
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