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Josh

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Everything posted by Josh

  1. Is this in a Lua component that is attached to an object in the map?
  2. 0.9.6 Scene browser now shows a bright green version of each icon for prefabs. Lock icon appears in properties editor when a prefab is selected, doesn't do anything yet.
  3. You should not be able to do this. The bug is that the editor is allowing you to change the hierarchy of a prefab object. It should not allow this.
  4. I am not able to produce any problem based on your description in Ultra 0.9.6. Here is my test map: copytest.rar
  5. Josh

    Size label bug

    Video is gone?
  6. If the camera is not created in a component, it will not inherit the scene fog settings.
  7. With VR, you are always rendering to a texture.
  8. Please upload the prefab file and any model files it uses.
  9. Please upload the model I need to make the bug occur.
  10. Small typo. Fixed for next build that goes up.
  11. How and when is the camera created? Is it created by a component attached to the player in the scene, or is it created before the scene is loaded?
  12. I just installed driver 24.5.1 with the same GPU on Windows 10 and am seeing no such issues. I will need a model that causes this issue in order to continue investigating this.
  13. Also, there is a NULL character at the end of the file, which should not be there. Ultra creates a shader source code by adding multiple files' contents together. It uses the #line directive to indicate what the current line and file index are, before every single line of code, since it is merging a bunch of different files into a single string. What GPU is creating this output? It looks like it is not evaluating the #line directive correctly.
  14. On my AMD 6600 this was the output: Error: Failed to compile "C:/Users/Josh/Documents/Ultra Engine/Projects/DLCs/Materials/DynamicSky/DynamicSky.frag" ERROR: 0:100: '!=' : wrong operand types: no operation '!=' exists that takes a left-hand operand of type ' temp 2-component vector of uint' and a right operand of type ' const int' (or there is no acceptable conversion) ERROR: 0:100: '' : missing #endif ERROR: 0:100: '' : compilation terminated ERROR: 3 compilation errors. No code generated.
  15. Some GLSL compilers are more strict than others.
  16. Texture handles are a uvec2, using bindless textures. Just change line 100 to this and it will work: if ( material.textureHandle[ 15 ] != uvec2(0) ) {
  17. Fixed, thanks for pointing this out.
  18. The window event system is on the main thread, so it would stop processing events while the map is loading. However, the screen buffer would continue to refresh as the rendering thread runs.
  19. Ultra map files consist of a null-terminated string that forms a JSON structure, followed by binary data. They can be read but cannot be edited without splitting the text and binary data apart and then re-merging them. I considered using a separate .bin file like glTF does, but from what I have seen that causes more prob;ems than it solves.
  20. @Alienhead You can add this to the very end of the main function in Shaders/PBR/Fragment.glsl: //Check for NAN values if (isnan(outColor[0].r) || isnan(outColor[0].g) || isnan(outColor[0].b) || isnan(outColor[0].a) ) { outColor[0] = vec4(1,0,1,1); } This will provide a visual cue if the outputted color is a NAN value. I have tried this on an AMD card but I do not have any scene that produces this problem.
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