yeah you need the D-Light for G-Rays ... the same scene I am using that gets the issue in Bmax works fine in C++ the scene only has the one light, a D-Light ..
I just tried somethng like this in the editor.
Simple sphere created in UU3D textured with some sun texture off the net.
.mat file
texture0="abstract::sun_tex.dds"
blend=0
depthmask=0
depthtest=0
castshadows=0
shader="abstract::mesh_diffuse.vert","abstract::mesh_diffuse.frag"
Result in editor with a pointlight placed in its centre.
Extra things tried so far.
Regenerated lua-gluefunctions.bmx
Sync'd again (just in case)
Updated the scripts in the appdir
updated DLL's in appdir
still getting Unhandled Exception:Attempt to access field or method of null object @ fw.render()
Just checking on that.. I simply ran the app as was .. need to check the C++ app with the latest scripts and DLL's ..
still far too early for problem solving lol
I added an emitter to the test scene I use with the basic scene loader in Bmax and got the same error .. however I did not get the error when using the same scene with the basic scene loader in C++, and an emitter was placed and working.
Why would it round to an int ? wouldn't that only happen for multiples of 255 ? or very nearly 255 for rounding up to occur?
Edit: ah in C++ ... not my worry then lol
Edit:: Unless this happens in Bmax to ?
Edit ::: not to worry I do it all on a calculator anyway ...
Well nothing much to report, that does not mean nothing much has been going though
I have decided that as and when I make an emitter for a specific purpose, I will now create its own editor entity to save time by not having to create the exact same settings over and over. Also not every setting available needs to be adjusted so I will now re-write the properties to reflect what they effect and remove the ones not requiring adjusting for a particular effect and simply hard code them into the script.
This sort of came about when thinking about trying to get weather effects into the editor and eventually into an app. This is one I did for snow. It's a simple emitter used to create a localised snow effect in the Leadwerks Editor, using a custom .dds file for the snow flake created in Paint.NET
object.fire:SetVelocity(Vec3(0,0.5,0),Vec3(0,0.05,0))
what are you trying to do here ? velocity is a Vec3 the above might act as x,y,z so you have direction in X and Y when you probably only want direction in the +y ..