Jump to content

Josh

Staff
  • Posts

    24,628
  • Joined

  • Last visited

Everything posted by Josh

  1. As for the font rendering, I need to modify the way the font texture works...
  2. It's normal that a plugin cannot be loaded from a zip archive, because under the hood this is using the Win32 function LoadLibrary. There may be a win32 function to load a library from memory, but I have not confirmed whether there the equivalent functions for Mac and Linux exist.
  3. Okay, I just had to make a small change to the way the zip file names are evaluated.
  4. I think the next step is to work this library into a standard Ultra C++ project so we can all test different files and see how well it works.
  5. Yes, I believe this is what I was asking for.
  6. 0.9.5 Everything updated, on Steam and standalone, this sorts out the terrain problem. Nothing had to be programmed, I just had to make sure all the executables, libraries, and shaders were really up to date.
  7. It doesn't appear the library supports loading files from memory, if the model consists of more than one file, like external textures, or in the case of glTF, an external binary file. I asked about it here but have not received a response yet: https://github.com/assimp/assimp/issues/5511
  8. Gotta go fast! Lots of updates came this week, followed by some really interesting tech talk. 3-23-24.zip
  9. 0.9.5 Standalone build is updated.
  10. I am starting to investigate the assimp library. Posting some code to come back to when I am ready to continue: Assimp::Importer importer; auto d = CurrentDir(); auto path = d.ToUtf8String() + "/Models/xxxxxxxxx.gltf"; const aiScene* scene = importer.ReadFile(path, 0); if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) { // Error handling if the file fails to load return -1; } auto node = scene->mRootNode; auto name = node->mName; // Process meshes attached to the current node (if any) for (unsigned int i = 0; i < node->mNumMeshes; i++) { aiMesh* mesh = scene->mMeshes[node->mMeshes[i]]; // Process the mesh as needed } // Recursively process child nodes for (unsigned int i = 0; i < node->mNumChildren; i++) { }
  11. 0.9.5 Updated the pro version on Steam to fix zip archive bug.
  12. Ah, I see. Right now you can just add a call to FileType() and it will trigger a rebuild of the archive directory structure. I will have a build up this morning that doesn't require this: #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { auto package = LoadPackage("Data.zip"); if (package == nullptr) { Notify("No Package Found"); } package->FileType(""); auto font = LoadFont("Fonts\\ZippedArial.ttf"); if (not font) Notify("No Font Found"); return 0; }
  13. I do not see this on my AMD 6600, but it does seem sort of familiar...
  14. That is some very strong banding that does not look like shadow maps.
  15. 0.9.5 Update to solve the duplicate components when entities are copied in editor bug. If you have any compiling problems, updating VS will solve it. I think I solved it regardless, but will hold off until tomorrow to upload another update.
  16. Now we will never know if my fix worked! But I think it probably will.
  17. I don't know. I prefer the subscription model and would love to have a recurring revenue stream independent from Steam, but people often have a set way of doing things so I can't be too pushy with incentives.
  18. Here is something I found: https://developercommunity.visualstudio.com/t/cannot-build-after-vs-update-link-error/1348830#T-N1349621 I checked and the libzip static lib indeed is using the /GL switch. Let me try recompiling this and maybe that will solve your issue.
  19. Is it possible to update VS to the latest? Or is 17.6.4 a typo?
  20. A new project compiled correctly for me, with VS 17.9.0, in both debug and release mode. I am updating to 17.9.4 now...
  21. It has been usually, but lately it is taking a lot of time to update and the uploads have failed a few times.
  22. I was able to solve this problem simply by changing this code: entity->exportproperties = exportproperties; entity->importproperties = importproperties; To this: entity->exportproperties = exportproperties.copy(); entity->importproperties = importproperties.copy(); The fix will be in the next build that goes up.
  23. Sorry about that. Google has some results on this type of error and I am investigating. I used the release build of libzip for both the release and debug builds, but it seemed to work fine. That may be the cause.
  24. You can also just navigate to the Leadwerks folder inside the Steam install path, and in a folder "DLC" you will find a zip for each DLC you have. You can just extract the contents of the zip to your project to use it.
  25. There should be a button that says "Install" on the lower right under the DLC tab.
×
×
  • Create New...