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Josh

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Everything posted by Josh

  1. Josh

    Test Tree

    I have been using this model a lot for testing the foliage system. oaktree_d.zip
  2. 0.9.6 Imposter lighting corrected. I also made some corrections to how the imposter images are generated, so I recommend recreating these. Make sure you delete the old imposter mesh and LOD from the model hierarchy before creating a new one.
  3. Maybe there is a shader compile error earlier in the log?
  4. bool SaveTable(table& t, const WString& path) { std::string s = t.to_json(); auto stream = WriteFile(path); if (stream == NULL) return false; stream->WriteString(s, false); return true; }
  5. Josh

    Imposter Lighting

    Previously the normals in the imposter shader were not correct for a variety of reasons.
  6. Josh

    Foliage Lighting

    Another shot with a little bit different lighting conditions.
  7. Josh

    Imposter Lighting

    Imposters shown with correct lighting that matches the model.
  8. 0.9.6 Added an example of a custom shader family and shader. I tried to make it as simple as possible, with one input and one output structure in which all parameters are stored. The files in "Shaders/Custom" are an example of what any node-based shader editor should output.
  9. 0.9.6 Shader update fixes mesh layer normals. Shader update fixes missing ambient light in imposter fragment shader.
  10. If it's fullscreen, how can the cursor go outside the window?
  11. What would you use this for? If the window is fullscreen, you have nothing to worry about. If the window is not fullscreen, you presumably want to be able to click on another window to select it.
  12. See Tutorials > Games > First-Person Shooter > AI, Pathfinding, and Events https://leadwerks.com/learn
  13. I mean for the scene collision. I use convex hulls for brushes now and they work a lot better.
  14. You may need to lower the max force and torque the joint is allowed to use. It looks like you might be using very high values. Also, I have found convex hulls to provide better collision results than polygon meshes.
  15. 0.9.6 Shader families now include a "meshlayer" value to specify the vertex shader to be used. Previously I was using a single shader for everything, the system is now supports all the various shader families. Shader families will no longer use a separate "shadow" group, but instead "depthPass" will always be used, for both the forward Z pass and for shadow renders. Imposters now have their own shader family, and it works with mesh layers. Some additional work is needed on lighting, but it's working well. Mesh layers will now skip rendering of shadows, for meshes that have a material with shadows disabled. Fixed compile errors in imposter shaders.
  16. Use TEXTUREFILTER_NEAREST for the filtering argument when you create the texture. Otherwise, if your texcoords aren't 100% perfect it will blur the text.
  17. Josh

    Foliage

    This is what I wanted. Dense forest in the foreground, millions of trees in the distance.
  18. I am not sure if that message means that LoadPackage. It seems far more likely the integrated graphics are causing a problem after the package is loaded.
  19. Yes, this is a feature. Is this bad?
  20. Testing an irregularly shaped object out with 2D imposters...
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