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Admin

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Everything posted by Admin

  1. In each generation of cards, they have good ones and they still sell low-end ones each time. The good ones end in high numbers, the bad ones end in low numbers. So for example, a GEForce 480 will be better than a 650, generally speaking. Look for something that ends in 80 or 90.
  2. Try this copy of the diffuse shader. Be sure to re-publish your project for Android: diffuse.zip
  3. The only thing odd about the texture is that it has no mipmaps, but it should still work. Maybe there is just a bug that never got found until now, because most textures contain mipmaps.
  4. The trial version automatically installs OpenAL, but maybe your other computer never got that. You can run the OpenAL installer from C:\Leadwerks\Editor\Tools\oalinst.exe
  5. It's hard for us to reproduce this error, but Chris occasionally gets it.
  6. The projected shadow routine performs some real-time slicing operations to trim the area of the shadow geometry. CSG objects are optimized for this type of operation. If you were to do that on arbitrary polygon geometry it would run very slow. For this reason, it's useful to have a distinction between level geometry (CSG) and props placed throughout the level (polygons).
  7. I don't know exactly what you're doing, but you might need to use texture slots that aren't being used as described above.
  8. You don't need to use your own buffers with the post effects. The camera will automatically set up what it needs.
  9. You could spend $30 and have a GPU 100 times more powerful than what you have now. You were sold a non-functional machine, which IMO is the main reason for the PC's current decline. I would buy this. Its just $75 and it will give you amazing performance in almost everything: http://www.newegg.com/Product/Product.aspx?Item=N82E16814130753&Tpk=geforce%20280&IsVirtualParent=1 This is assuming you have a desktop PC, so you can replace the parts. If you have a laptop, you can't do that.
  10. This is where we should add that info: http://www.leadwerks.com/werkspace/page/documentation/_/user-guide/scene-browser-r675
  11. I should add that for mobile projects, the following files have changed and need to be updated in your projects: (YOURPROJECT)/Projects/Android/jni/main.cpp (YOURPROJECT)/Projects/iOS/(PROJECTNAME)/ViewController.mm A low-level addition had to be made so render-to-texture would work on mobile.
  12. You may need to copy the shaders folder over to your own project.
  13. The Lua API is the same as C++. You can assign multiple post-processing effects. At this time, we provide a shader for bloom.
  14. Technology in Leadwerks passes through two stages. First, it becomes possible through code. Then, it is documented and a front-end in the editor is build so it can be easily controllable with a visual interface. Post-processing effects are now possible with Leadwerks 3, but are still in the first stage of maturity. They will remain undocumented until we are sure how the front-end will work, and we document and lock down the post-processing API. To add a post-processing effect, just call Camera::AddPostEffect(Shader* shader), passing in the loaded shader for your effect. I provided one shader for bloom, found in "Shaders/PostProcess/bloom.shader". The following textures are provided: texture0: color texture1: depth texture2: blurred color (for DOF, bloom, etc.) The engine is smart enough that it will only perform the blurred downsampling if a shader is present that uses that texture slot. The renderer will pass the effects back and forth between two buffers after rendering, so that the output of one pass will be used for the input of the next pass. This lets you combine multiple post-processing effects in a sequence. Post-processing effects will be executed in the order they are attached to the camera. You can call Camera::ClearPostEffects() to remove all post-processing effects. Post-processing effects work on all platforms, but may run slowly on some mobile devices.
  15. Fixed, just run the updater again.
  16. An update for Leadwerks 3 has been released, bringing new graphical enhancements to mobile games. Building on the efficient art pipeline and user-friendly tools of Leadwerks 3, the engine now supports projected shadows for characters and other dynamic objects. This technique works by casting a shadow onto the surrounding world geometry, to provide real-time shadows that run fast on all platforms. To enable dynamic shadows on a single object, just select it in the editor and choose the new "Dynamic" option in the "Cast Shadows" property. You can also do this in code by calling Entity::SetShadowMode(Light::Dynamic). Leadwerks 3 has also gotten a visual upgrade with the addition of post-processing effects. In Leadwerks 2, all post-processing effects like volumetric light scattering, screen-space ambient occlusion, depth-of-field, and bloom were hard-coded. That is, they were written into the core engine and it was difficult to customize the renderer. Leadwerks 3 has added a new command, Camera::AddPostEffect(), which allows the user to attach a shader right to a camera, to automatically render post-processing effects. The new update also includes features to make it easier to share projects. The Project manager has been outfitted with new Import and Export buttons. You can export an entire project as a single ZIP archive. You can also import a project from a .zip or .werk project file. This makes it easy to share projects and collaborate with other Leadwerks developers as a team. Leadwerks is a fast and flexible development platform for building mobile games with native code. You can download a 30-day trial version on the website here.
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