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Josh

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Everything posted by Josh

  1. 0.9.8 Bug fix update
  2. This is being caused because the file is being saved with some entities have a prefabuuid defined, indicating they are an entity stored in another prefab file. This is a mistake I think I have fixed. Some prefabs may need to be recreated to remove this data.
  3. I don't understand, how can an entity be aligned to a viewport?
  4. But if I change the Mover Rotation value, then I can produce the error...
  5. I just performed the same actions and it worked correctly.
  6. No, but it is simple enough to add a post-processing step for the list: std::vector<shared_ptr<Entity> > newlist; for (auto entity : entities) { if (not entity->GetBounds(BOUNDS_GLOBAL).IntersectsAabb(bounds)) continue; newlist.push_back(entity); }
  7. The light bounds are important because it is used to determine what objects the light interacts with, like for triggering a refresh of the shadow.
  8. Is this still occurring with Nvidia's latest driver? They had a memory leak in drivers earlier this year.
  9. This might have been caused by the memory leak in Nvidia's older drivers. Does this happen with their latest drivers?
  10. Problem is solved, uploading in a few minutes...
  11. 0.9.8 Added material thickness setting (only in editor currently), for controlling transparent refraction.
  12. 0.9.8 A few bug fixes. Refraction can be enabled in the editor. Grid shader is updated but more work is required to disable refraction on this surface.
  13. Josh

    Z fight?

    I am trying to reproduce this error in the editor, but so far am unable to see any problems. If you have a simple scene with the necessary materials to show the effect, it would help a lot. I would also like to know what GPU this occurs on. I am using a GEForce 1080 at the moment.
  14. I found this happens when refraction is enabled in the settings. I probably just need to add some extra outputs in the grid shader.
  15. Without going into any detail, I received a friendly response from Undertow Games.
  16. Josh

    Z fight?

    I am guessing this related to the collision problem that has been solved already? It definitely looks like an error in the lighting shader code that is not discarding pixels...Hmmmm, does this plant use transparency, or just alpha masking? If the transparency pass is not writing to the depth buffer, then I guess it would make sense that lights and decals would show up in unexpected places...
  17. Have you modified the cascade distance values?
  18. I was able to produce this behavior once but I am having trouble figuring out exactly how I did it.
  19. Confirmed... You guys keep saying "component" when I think you mean "entity".
  20. Only top-level entities are returned, so the bounds used is the recursive bounds that includes all children. This code shows it is working correctly: #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 world = CreateWorld(); auto framebuffer = CreateFramebuffer(window); auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetPosition(0, 0, -3); auto light = CreateBoxLight(world); light->SetRotation(45, 35, 0); light->SetRange(-10, 10); light->SetColor(2); auto prefab = LoadPrefab(world, "WallLight3.pfb"); auto bounds = prefab->GetBounds(BOUNDS_RECURSIVE); Vec3 realPosition(10, 0, 10); float radius = 0.8f; Vec3 positionLower = realPosition; positionLower.x = positionLower.x - radius; positionLower.z = positionLower.z - radius; positionLower.y = positionLower.y - radius; Vec3 positionUpper = realPosition; positionUpper.x = positionUpper.x + radius; positionUpper.z = positionUpper.z + radius; positionUpper.y = positionUpper.y + radius; auto bounds2 = Aabb(positionLower, positionUpper); Print(bounds2.IntersectsAabb(bounds)); return 0; for (auto& foundEntity : world->GetEntitiesInArea(positionLower, positionUpper)) { Print(foundEntity->name + " found"); } //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; }
  21. I followed your exact steps, but I am unable to produce the error. testPrefab.zip
  22. Created a thread here:
  23. @The 4th Doctor I will dedicate some time during Saturday's meeting to discuss the possibility of 3D World Studio 6. Anyone who is interested in this idea should join the meeting on Discord at 10 AM PST: https://discord.gg/qTVR55BgGt
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