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Everything posted by Josh
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Okay, I added some more error checking, so either the texture ID is invalid or it can't be turned into a bindless texture handle. Only you will be able to tell.
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Okay, I am adding some more debugging messages...
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Yes, that is what I needed. Please install GPU caps viewer: https://www.ozone3d.net/gpu_caps_viewer/ Check and see if your card support the GL_ARB_bindless_texture extension.
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Does VS show you what file the error is occurring in? It's not good for me to have a bunch of asserts with no clear error messages.
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What GPU do you have?
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Okay, I found the cause. New build incoming today.
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I don't get any error.
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hold on, stay tuned...
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Okay, please try it now and see if it says any other information.
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0.9.5 Some bug fixes. Terrain shader small fix. Added some more debugging info to Assert statements.
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What GPU is this using? Is this on the integrated graphics?
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It just says "Assert failed"? I am adding a bunch more messages to the assert statements. Normally these are cases that should never be hit.
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Thanks, this is correct on the standalone, will be in next Steam build later today.
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In my current build this code is working correctly. Please let me know if you have problems after today's update. Two things to remember: A window with a framebuffer will not be deleted until after two calls to World::Render with a different framebuffer, because it has to make a round-trip to the rendering thread and back to delete the window's graphics context before the window is deleted. You don't have this problem in your code, but remember to clear out events to prevent windows from being stuck in memory. #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); shared_ptr<Window> window; shared_ptr<Framebuffer> framebuffer; shared_ptr<World> menuWold; //Create a window window = CreateWindow("Ultra Engine", 0, 0, 800, 600, displays[0], WINDOW_TITLEBAR); //Create a world menuWold = CreateWorld(); //Create a framebuffer framebuffer = CreateFramebuffer(window); //Create light auto light = CreateBoxLight(menuWold); light->SetRange(-10, 10); light->SetRotation(15, 15, 0); light->SetColor(2); //Create camera auto camera = CreateCamera(menuWold); camera->SetClearColor(0.125); camera->SetPosition(0, 0, -3); camera->SetFov(70); //Create scenery auto box = CreateBox(menuWold); int x = 0; //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { while (PeekEvent()) WaitEvent(); if (window->KeyHit(KEY_SPACE)) { x += 100; window = CreateWindow("Ultra Engine", x, x, 800, 600, displays[0], WINDOW_TITLEBAR); framebuffer = CreateFramebuffer(window); } menuWold->Update(); menuWold->Render(framebuffer); } return 0; }
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Use TEXTURE_LUMINANCE. It will give you a grayscale image with alpha 1.0, using a single color channel.
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world->Render prevent render if it was before main loop
Josh replied to Dreikblack's topic in Bug Reports
Okay, I will try my Nvidia card tomorrow. -
Saving animation is presently not supported.
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world->Render prevent render if it was before main loop
Josh replied to Dreikblack's topic in Bug Reports
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Okay, this has to do with resource cleanup and I have to treat this very carefully...stay tuned.
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Confirmed, although rendering is working fine for me. I have simplified your example and am testing... #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); shared_ptr<Window> window; shared_ptr<Framebuffer> framebuffer; shared_ptr<World> menuWold; //Create a window window = CreateWindow("Ultra Engine", 0, 0, 800, 600, displays[0], WINDOW_TITLEBAR); //Create a world menuWold = CreateWorld(); //Create a framebuffer framebuffer = CreateFramebuffer(window); //Create light auto light = CreateBoxLight(menuWold); light->SetRange(-10, 10); light->SetRotation(15, 15, 0); light->SetColor(2); //Create camera auto camera = CreateCamera(menuWold); camera->SetClearColor(0.125); camera->SetPosition(0, 0, -3); camera->SetFov(70); //Create scenery auto box = CreateBox(menuWold); int x = 0; //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (window->KeyHit(KEY_SPACE)) { x += 100; window = CreateWindow("Ultra Engine", x, x, 800, 600, displays[0], WINDOW_TITLEBAR); framebuffer = CreateFramebuffer(window); } menuWold->Update(); menuWold->Render(framebuffer); } return 0; }
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Also asked for help here: https://steamcommunity.com/groups/steamworks/discussions/0/1354868867715025209/
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The single-viewport issue is fixed in 0.9.5. I am not sure if the map loading issue is still active. Please try to avoid mixing different issues together in the same thread, thanks.
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Editor in lua project open Save As window when i click Run or Debug Game
Josh replied to Dreikblack's topic in Bug Reports
Is the map saved with a name? If not it will open the dialog so you can select a name to save the map as.