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Update available


Josh
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If you sync your installation, there's a small update.

 

-Fixed spotlight shadow update bug.

-Editor class tree no longer expanded automatically.

-Double-clicking on object in editor opens properties.

-Ctrl key + right click in editor duplicates selection and positions it at the picked position.

-Ctrl key + left click in editor positions selection at the picked position.

-Double-click on object in editor opens the properties editor.

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My job is to make tools you love, with the features you want, and performance you can't live without.

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Editor class tree no longer expanded automatically.

 

 

B)

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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See, it's stuff like this that makes me glad to be using LE B) Frequent updates that address things that we ask for. Thanks Josh!

Totaly agree on that. It keeps the engine and the community fresh and sharpened for more.

 

Nice updates Josh. What a relief that the class scripts don't expand anymore everytime you exit the game modus or load a project.

Also the copying and opening the properties functions are very nice. It is small things like this that fine tune this engine to a great engine.

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Was there something else that was changed in this update? something in the lua framework? The CCTV object that MG and I created drops the fps down to single digits now when its activated in the editor or in a standalone lua program. But when loaded from a sbx into a bmax program it works fine. It appears to be an issue with lua's fw.Render()...

Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590

LE / 3DWS / BMX / Hexagon

macklebee's channel

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Its also effecting a C++ app using the CCTV object.

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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The only thing I can think of is that the renderer uses the current buffer instead of the back buffer to see if the rendering dimensions have changed. if Render() is called when the current buffer does not match the dimensions of the stored dimensions, the renderer will re-create the buffers at the new size. The reason this was done was so that the engine can render to buffers bigger than the desktop resolution.

My job is to make tools you love, with the features you want, and performance you can't live without.

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:)

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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What was happening before is you were doing all these expensive renders on buffers the size of the window, and then downsampling them onto your small buffer. I think the way this should be done from the beginning is to perform a simple render for your CCTV pass. It's not worth having all those post effects just for a little screen that will probably have some television noise effect.

 

To continue as you were, use a buffer the size of the graphics window. This is not an efficient approach, but it's not much more inefficient than what you were doing before.

My job is to make tools you love, with the features you want, and performance you can't live without.

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hmmm... well Marleys tests appear to show about the same fps drop, but for some reason i still have a large drop... so there is probably something still that needs to be fixed in my current version... ive changed so much while pulling my hair out trying to figure out what the heck happened...

 

well, i am experimenting with just using renderworld() at the moment and its not too bad... just need to get the other framework cameras set to the cctv camera... just unfortunately do not get the nice framework effects on the screen as well...

Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590

LE / 3DWS / BMX / Hexagon

macklebee's channel

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