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shadmar

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Everything posted by shadmar

  1. I think deafult camera range is about 1500, but you can change it : http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/camera/camerasetrange-r203
  2. Haven't tried any gems, but this is maybe something in the area, light coming thorugh and subsurface http://www.leadwerks.com/werkspace/page/videos/_/-r206
  3. Shadertoy shaders works almost as is in current Leadwerks 3.0, but you just need to rename iChannel0 to texture0, iTime to currenttime etc.. However shadertoy is mostly built for showoff and uses fullscreen texture coordinates. Here is a shot of the moving clouds from shadertoy in a LE3 scene : There is no visual designer, but there is a glsl editor and a material editor.
  4. By using that shader trick instead of show/hide it will still consume rendering power.
  5. Go for it. Lets see how it works out. Maybe ask Josh for a linkback in the community menu? "Community Wiki" for example. So it get used. Maybe store/share backups with a second member in case Raster gets hit by a bus.
  6. Yes you miss something.. DA has it correct,yes, (I don't create everything in the DA project).. So all new projects will have the wrong one.
  7. I think you missed something. There is no specularmap texture fetch in C:\Leadwerks\Editor\Templates\Common\Shaders\Dynamic\diffuse+normal+specular.shader
  8. Here is a specular map version if anyone needs it : diffuse+normal+specular.zip
  9. Takes a specmap (texture2) in the mobile version but not in the pc version. I don't know which is intended, but the equivalent lightmapped one takes a specularmap so I guess it's just missing.
  10. Second argument in Point specifies the axis
  11. 2. http://www.leadwerks.com/werkspace/blog/1/entry-1141-a-red-letter-day/
  12. Here are the ones I used for the picture above : There are a few shader variants : diffuse+snow diffuse+snowmap texture diffuse+snowmap texture and bumped snowmap diffuse+bumpmap+snow diffuse+bumpmap+snowmap texture diffuse+bumpmap+snowmap texture and bumped snowmap If you want to adjust snow strenght (thickness) you can adjust uniform float SnowMultipler=4.0; in mesh.frag or use a SendShaderFloat("SnowMultipler",float) from your app or editor in lua. baseshader.zip You need to replace mesh.frag and mesh.vert in your shaders.pak in the mesh directory. They are using preprosessor directives so they won't change existing shader functionality. snowshader_and_mats.zip Just some example mat files and shaders to go with them, plaus a snow texture and a diffuse texture with bumpmaps. baseshader.zip snowshader_and_mats.zip
  13. Like this ? http://www.leadwerks.com/werkspace/page/gallery/_/snow-on-everything-by-shader-r99
  14. Someone said latest nvidia drivers screws up LE, so use older ones. Other than that I dont know. Also firewall could be blocking the debug port.
  15. You should probably check if it exists since you release it every loop. Something like : if (box->isrenderable) box->Release();
  16. Try diable culling or set aabb manually. I dont know, usually it's aabb related.
  17. http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/surface/surfaceupdate-r638 perhaps?
  18. Sounds to me that AABB for your meshes is not updated.
  19. Just click the red box on you left panel to leave terrsin edit mode.
  20. Good luck. I liked The Walking Dead series from Telltale
  21. Havent tried but you could probably extend it by attaching a tube using a joint.
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