reepblue Posted June 13, 2015 Share Posted June 13, 2015 Not sure it's a bug or not, but I noticed that when dropping a model in from the asset browser, Occlusion Culling is enabled by default, when on Window's it's disabled. Opening maps on Linux that were saved on Windows will switch all the models OC setting to enabled, and when read back on Windows, it will remain enabled. CSG on the other hand it's disabled by default. I understand the linux version has a lot of gotcha's, so not sure if this is intended or not. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Josh Posted June 13, 2015 Share Posted June 13, 2015 Can you post the model? I have not experienced this. I actually checked this out a couple weeks ago, I think you brought it up before. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
reepblue Posted June 13, 2015 Author Share Posted June 13, 2015 On 6/13/2015 at 7:11 PM, Josh said: Can you post the model? I have not experienced this. I actually checked this out a couple weeks ago, I think you brought it up before. This model I noticed it. All my models with bones and animations seem to do it such as most props in Vectronic. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
macklebee Posted June 14, 2015 Share Posted June 14, 2015 http://www.leadwerks.com/werkspace/page/api-reference/_/entity/entitysetocclusioncullingmode-r766 "By default, [lights and animated models] are both set automatically to use occlusion culling on a per-entity basis." Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
reepblue Posted June 14, 2015 Author Share Posted June 14, 2015 Ahh, ok. I tried the Tutorial project's fan model and it was turned off. I'll "open" this again if I notice anything weird. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Josh Posted June 14, 2015 Share Posted June 14, 2015 I love love love having proper documentation! Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
reepblue Posted June 14, 2015 Author Share Posted June 14, 2015 Hmm, I guess I was not paying attention. Yeah everything seems to be the same on both platforms. However, the post processing effects don't transfer over, the "Post Effects" under the map tab becomes blank after they have been set in windows. I did not try the other way yet. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Josh Posted June 14, 2015 Share Posted June 14, 2015 Please post the map. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
reepblue Posted June 14, 2015 Author Share Posted June 14, 2015 It happens with any map with Post Effects shaders. I took the start map, added shaders. and re-saved it in Windows. https://dl.dropboxusercontent.com/u/16218991/Requests/transfertest.map I test it myself. The Post Effects list clears when loading it on Linux. However, if you where to add Post Effects in a map on Linux, then open the map in Windows, the list does not clear as expected. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
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