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Josh

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Everything posted by Josh

  1. What shaders do you have selected?
  2. The specular intensity is controlled per pixel in the normal map alpha channel.
  3. Read the first post in this thread.
  4. Please let me know if you have any other problems.
  5. It's uploaded. Run the updater to get the new shaders.pak file. Plain cubemapping: texture0 = cubemap vertex shader= mesh_cubemap.vert fragment shader = mesh_cubemap.frag Diffuse texture + cubemapping: texture0 = diffuse texture1 = cubemap vertex shader= mesh_diffuse_cubemap.vert fragment shader = mesh_diffuse_cubemap.frag EMBM: texture0 = diffuse texture1 = bumpmap texture2 = cubemap vertex shader= mesh_diffuse_bumpmap_cubemap.vert fragment shader = mesh_diffuse_bumpmap_cubemap.frag
  6. You can easily use a flat normal map for that. Cubemapping is in the default shaders. It's using refraction cube mapping, which is how the skybox is displayed. If you are want reflective cube mapping, that can be added pretty easily. I actually need to do it anyways for another project, so I will add it in right now.
  7. Can you please provide more information on what you are trying to accomplish? You should not have to edit shader files at all. You would never want to have specular reflections without bump mapping.
  8. Hilarious and inspiring, at the same time. The sickle and hammer is one of the focal centerpieces that really ties the whole thing together. Signs of former industrial might, now decayed. What mysteries lie in the ruins of the zone? I wonder if we can get GSC to use Leadwerks 3.0 for STALKER 2? Wouldn't that be cool?
  9. I decided to focus on the term "scripting" instead of advertising Lua. The third-party script we use should be incidental. The point is it is scripting for Leadwerks.
  10. To use occlusion culling, individual instances have to be drawn without instancing. This makes occlusion culling slower than not using it for most objects. Only expensive-to-render objects like lights and animated meshes are worth using occlusion culling on. In version 3.0, a more large-scale occlusion culling system will be used to discard chunks of scenery. But you wouldn't really want me to implement this right now would you, considering how many problems we had with the release of 2.32 initially? Do we really need more objects flashing on and off right now?
  11. I don't think the cost/benefit ratio works out favorably for that. I could definitely see having the official tutorials all available in C++ and Lua. I am not sure if another language is warranted, or if that time would be better spent making new tutorials.
  12. Version 3.0 will support this.
  13. I sent a link to download an installer that might be easier for you to use.
  14. C:\Leadwerks Engine SDK\Tools\Update.exe
  15. It's more than I want to spend right now, but I will keep this in mind for the future. Thanks.
  16. I'm looking for something I can link to that will automatically convert a web page to PDF format. This seems pretty good, but it can't be automated: http://www.pdfonfly.com/html-to-pdf-conversion.asp?u=http%3A%2F%2Fleadwerks.com%2Fwerkspace%2Findex.php%3F%2Fpage%2Fprint_tutorials%2F_%2Fprogramming%2Fcpp%2Fusing-opengl-for-drawing-r19%3Fprint%3D1&f=1&m=1&s=1
  17. How would you suggest using graphical icons for navigation when there may be dozens of sections and subsections?
  18. If you are changing a shadow-casting light's range the shadow is being redrawn each frame.
  19. The third and final part of our documentation is the user guide. The pages are like tutorials, but there is a hierarchical organization of pages. I tried using frames to make a treeview table of contents on the left side, but there is no way to do this without expanding across the entire page, and I want to fit it into the site template. I am thinking the front page will be a hierarchical series of links on different topics. Clicking on a link takes you to that page. At the top of the page is a breadcrumbs series of links like the command reference has now, where you can navigate to every parent category. At the bottom of the page are "back" and "next" links" to go to the next page in the hierarchy. Do you have any other suggestions? What categories and information do you want to see included?
  20. It's also listed in the "Support" menu at the top of each page: http://leadwerks.com/werkspace/index.php?/page/commandreference?〈=c The language should get passed page to page. If you find a way to break it please let me know. Other languages may be added, but I want to get a start on the core documentation first.
  21. It sounds like NaughtAlien might be adding to this.
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