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Josh

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Everything posted by Josh

  1. Okay, it must just be standard shadow acne then. The default setting needs adjustment.
  2. What GPU do you have? I do not see anything on my GEForce 1080 in the editor.
  3. I think this occurs because of the asynchronous culling system. If I implement GPU culling this problem will be automatically fixed.
  4. @SpiderPig In the attached map, I disabled shadows on the spotlight. Do you see the same banding pattern in this map? Does it occur in the editor or only in the game? start.zip
  5. Here is an example program. The thickness parameter will work in the next build that goes up: #include "UltraEngine.h" #include "ComponentSystem.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280*2, 2*720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a world auto world = CreateWorld(); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetFov(70); camera->SetPosition(0, 0, -2); //Create a light auto light = CreateBoxLight(world); light->SetRotation(35, 45, 0); light->SetRange(-10, 10); //Create a box auto box = CreateBox(world); camera->AddPostEffect(LoadPostEffect("Shaders/Outline.fx")); //camera->SetUniform(0, "Thickness", 50); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { box->Turn(0, 1, 0); world->Update(); world->Render(framebuffer); } return 0; }
  6. If I increase the number of sounds I am getting a syntax error in another part of the code...invstigating further...
  7. How do I trigger the bug in your program? I tried adding this code right before the main loop but there was no error: sounds = {} for t=1, 28 do sounds[t] = LoadSound("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Sound/notification.wav", LOAD_UNMANAGED ) end sounds[28]:Play() while window:KeyDown(KEY_ESCAPE) == false and window:Closed() == false do
  8. Fix is available on standalone build now.
  9. Ah okay, if you enable alpha discard on a material on an animated model it will display the error.
  10. Wait, if it is using a fragment shader in a depth pass, it must be using alpha discard...
  11. Bug fixes. Added Camera::SetUniform, for post-effect parameters.
  12. I am not able to produce this bug in a new project, using the player robot model, on my Nvidia card.
  13. I added some code that automatically decompresses the pixmap to another format, resizes it, and compresses it again.
  14. This will be fixed in the next build. The command is now called Camera::SetUniform, and it accepts the following values: int, ivec2, ivec3, ivec4, float, vec2, vec2, vec4, texture Textures will be passed as a uvec2 bindless handle. The texture will be kept in memory while it is used by a camera.
  15. Map loading from asset browser now supported. Added clear button in world settings environment map fields (icon has the wrong path, will be fixed in next update)
  16. https://registry.khronos.org/OpenGL/specs/gl/glspec46.core.pdf
  17. This extension automatically converts images to DDS format, taking the best guess at what type of compression to use. Build 598 or greater is required. DDSConverter.lua
  18. Yes. Some programs do saving a little differently. They'll do things like write the file somewhere else, and then copy it over once writing is finished, to prevent a file from getting corrupted. Some of these actions can trigger the file system watcher multiple times, and I do my best to prevent it.
  19. What program are you editing it in, VSCode?
  20. The camera cannot render on top of the background, because it has to render to an MSAA texture. You don't want to use MSAA on GUI cameras for a few reasons. Text is already antialiased. Edges will become blurry. There may be other situations where you do want to use multiple cameras with MSAA, but this is probably not one of them.
  21. I am attaching the last version of my assimp model loader class so you can experiment with it if you want to. AIModelLoader.cppAIModelLoader.h
  22. The PBR shader family gets loaded by default when a new material is created, and when the world is initialize (because it is used as the default shader family for the default material, when no material exists).
  23. Update is available now which I believe fixes this. I tested on the standalone.
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