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Everything posted by klepto2
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if you set the near range of a camera > 0.3 the skybox get clipped by the frustum and if > 0.5 it is not visible at all.
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Just some additional ideas: Logic Easing https://easings.net/ Enemy / Player / Motion Flocking / Steering behaviour https://www.red3d.com/cwr/steer/gdc99/
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Indicator which Project is currently open in the editor
klepto2 replied to klepto2's topic in Suggestion Box
I fully agree with that. -
Dragging files into the editors AssetBrowser from the explorer always uses the root folder instead of the current selected one. It doesn't matter if you drop it above the folder directly or in the content section.
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If you have many projects it is hard to see which project is currently open in the editor. I would suggest to add the current Project name to the Titlebar like VisualStudio, or in the statusbar.
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Override Brush-Texels per meter on Object creation
klepto2 replied to klepto2's topic in Suggestion Box
Just to post a small sample to show you what i mean: brick_wall.zip the left and right wall are both painted with the brick_wall material. The texture data contains the info, that the texture is 4000 millimeters (4m) wide. the left is with scaling of 1.0 and the left is scaled to 0.25 ( 1.0m / 4.0m) to maintain the desired mapping ratio. It would be nice to have something to store this factor in one way or the other. the easiest would be to store it directly in the material, then the normal workflow is not disturbed as the scale is already applied in the shader and the user just need to modify the face if it is really needed. (from the shader sources i can see, that uv scale is already reserved in the material struct, but not used and there is no way to set or get it. -
Override Brush-Texels per meter on Object creation
klepto2 replied to klepto2's topic in Suggestion Box
yes, thats what I meant. while the face tool is great to adjust this later. I think, that some properties should be exposed to the initial object creation. Lets assume i want to outline walls and i know that the material needs a scale of 3.0, then i don't want to switch between the tools, but want to create the walls with the correct uv scales immediatly. Regarding my other request with the uv scale stored in the material. Maybe this can be used to do something like here: https://docs.polyhaven.com/en/guides/blender-addon see the section about texture controls. Maybe a default scale of 1.0,1.0 should be stored with each material, but it can be overridden. Now, if it is overridden and a face has a material assigned, you could add something like fix material scale and the uvscale is updated to the one stored in the material. -
I already made a request regarding an option to add Material uv-scales. But this time i would like to ask for an option to alter the default texel per meter settings on object creation. It could be an absolute value (but this might be a bit confusing for some people) or a multiplier value. Currently if i need different scales i first need to modify the texel value in the option, add the object and reset the value in the options. Another Request is to edit this on the brush (Object) on the fly. After editing it, the uv coords could be recalculated and stored.
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with the info provided by josh you can try the apporach here: https://github.com/nvpro-samples/gl_vk_simple_interop/blob/master/gl_vkpp.hpp
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According to https://www.ultraengine.com/learn/World_Update?lang=cpp this should do the trick: world->Update(60.0,1);
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if you want something like that, it might be worth looking into: https://www.khronos.org/blog/an-introduction-to-vulkan-video why do you want to use CUDA for this? do you need something special, or just the updated image from a video?
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while in theory it is possible to share resources between OpenGL and Vulkan i would not recommend that. You can use this: https://github.com/klepto2/UltraComputeShaderSample it contains a lib which adds ComputeShaders to UltraEngine and a very basic sample. Note: as UltraEngine (as most Vulkan libs) is multithreaded the result of a compute shader is not available immediately but mostly in sync with the render pipeline.
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How to hook into the OpenFile menu and get the associated file path?
klepto2 replied to klepto2's topic in Addon Development
That is exactly what i want to do. But currently there is no way to do it. (no access to most functions or to retreive the actual node which was selected) -
How to hook into the OpenFile menu and get the associated file path?
klepto2 replied to klepto2's topic in Addon Development
No, I want to open a certain window if the file type is of a certain type. (lets just assume its a shader file ) like you do by opening the modelviewer when you double click on a model. -
How to hook into the OpenFile menu and get the associated file path?
klepto2 replied to klepto2's topic in Addon Development
I want to hook directly into the open file action or double-check event and retrieve the path from the object which has triggered the action. ( in the map tab) . -
Yeah, I just thought with a single forum it will get be floated soon and I think it would be good to separate actual plugins from the development side. It’s just a cleaner way.
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In the editor: Create the Terrain with the specifc size eg: 512 * 512 Select the Terrain and choose the Terrain edit mode (the most left icon, where are also rotate and move controls) In the right view you now have an open Terrain-Tab where you can load or save a heightmap. If the heightmap is not visible there are some things to do. The heightmap imported might not match the dimonsions you have created the terrain with. If the scale is not high enough: Got to the Map-Tab Select the created Terrain Change the y-scale to something like 100.0 or 300.0 depending on your imported heightmap.
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I want to add some additional handling to some files. (lets say i want to add support for a certain kind of filetype) I can succesfully hook into the EVENT_WIDGETACTION when the "Open File" menu is clicked, but how do i get the item and the needed info for what this is "Open File"-action is triggered? this is the simple hook i use: function extension.hook(event, extension) if event.id == EVENT_WIDGETACTION then local widget = Widget(event.source) if widget ~= nil and event.text == "Open File" and event.extra ~= nil then local obj = Widget(event.extra) Print(event.text) return true end end end
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Integrated gfx cards like the Intel UHD are not supported. Those gfx cards have very limited vulkan support.
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Hi, I like the idea for this new Forum and i would like to add some suggestions to it. Maybe the forum should be subdivided into other sub-forums: Extensions & Plugins: topics related to specific extensions In this forum there should be a moderated sticky with a list of extensions and plugins (official and community) and links to it FAQ or Tutorials (a place to ask questions or share knowledge about extension and plugin development) Releases (here should all extensions have a place) Bugs (what it says ) I believe without such a structure the top forum could become very large and unstructured.
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Also some others are missing, I would suggest to add all possible default primitives, (Sphere, CubeSphere, Plane, etc.)
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Not an important one, but some stricter compilers or parsers will break on line 258 in Math_.h inline unsigned int Rgba(const unsigned char r, unsigned const char g, unsigned const char b, unsigned const char a = 255) { return Clamp(r, 0, 255) | (Clamp(g, 0, 255) << 8) | (Clamp(b, 0, 255) << 16) | (Clamp(a, 0, 255) << 24);; } should be: inline unsigned int Rgba(const unsigned char r, const unsigned char g, const unsigned char b, const unsigned char a = 255) { return Clamp(r, 0, 255) | (Clamp(g, 0, 255) << 8) | (Clamp(b, 0, 255) << 16) | (Clamp(a, 0, 255) << 24);; } the const keyword is aligned wrong for the parameters g,b and a.
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You can change the tiling via the scale setting for each layer. in theory (which looks very ugly) you can assign a colormap covering the whole terrain.
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I have tried some approaches, but none of them is satisfying. I have an approach where i share the world between windows, but only create standalone ui_worlds. This is still laggy and i guess as Josh stated comes from the culling thread. For plane ui rendering it should be possible to disable culling on a camera or world at all. This would resolve this issue i think.