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klepto2's post in ToneMapping Blurs Results was marked as the answer
small correction:
void main() { ivec2 coord = ivec2(gl_FragCoord.x, gl_FragCoord.y); outColor = texelFetch(ColorBuffer, coord,gl_SampleID); outColor.rgb = aces(outColor.rgb); } this also uses the sampleID, which might be better in this case.
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klepto2's post in Debug vs Release : No Change in FPS was marked as the answer
Just my thought. The debug-build was mainly slower because the vulkan validation-layer kicks in and slows everything down. In Leadwerks there was also no difference between debug and release (for simple apps).
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klepto2's post in Sprite with pixmap was marked as the answer
2 Things:
I believe the WidgetBlock Family is not the right one, better use the unlit family for this. your sprite with the material has a size of 0,0 so it will never be displayed no matter what you try to do auto pixmap = CreatePixmap(iVec2(100, 100)); pixmap->Fill(Vec4(0.5f, 0.5f, 1, 1)); auto tex = CreateTexture(TEXTURE_2D, 100, 100, TEXTURE_RGBA, { pixmap }, 1, TEXTURE_CLAMP_UV); auto mtl = CreateMaterial(); mtl->SetTexture(tex); mtl->SetShadow(false); mtl->SetTransparent(true); mtl->SetShaderFamily(LoadShaderFamily("Shaders/Unlit.fam")); //Create pixmap sprite auto sprite = CreateSprite(world, 40, 40); sprite->SetPosition(20, 20); //sprite->SetViewMode(SPRITEVIEW_BILLBOARD); sprite->SetMaterial(mtl); sprite->SetText("Test"); sprite->SetRenderLayers(2); with these changes the colored sprite is visible in the lower left corner.
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klepto2's post in Load Bug in SlidingDoor.hpp was marked as the answer
The sliding door component has a small bug in the load method:
if (t["enabled"].is_boolean()) enabled = t; should be:
if (t["enabled"].is_boolean()) enabled = t["enabled"]; otherwise after reloading the scene from a saved game the door becomes inactive.
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klepto2's post in Shader Tutorial was marked as the answer
Try this: i have added the diffuse layer, so the background is visible.
1. I changed the noise texture to the one used by shadertoy (using other textures might lead to artifacts)
2. I corrected the aspect ratio calculation you had p.x*= gl_FragCoord.x / buffersize.y; where is should be p.x*= buffersize.x / buffersize.y;
Effect.zip