ximitimix Posted August 16, 2019 Share Posted August 16, 2019 Hello all, this is my first post as I am new to Leadwerks. ive been looking for hours and cant find anything on this, ive created a map in the editor and everything was fine till i added a skybox, thats when i noticed this black background. it moves with the camera, and in trying to identify what is was ive realized i can change its color with Camera->SetClearColor((0, 0, 0, 0)); but i cant make it disappear... and help on this would be greatly appreciated. also, im doing this entirely in c++ i followed this youtube video to get started https://youtu.be/Ndp1tYBS_Yc Quote Link to comment Share on other sites More sharing options...
Yue Posted August 16, 2019 Share Posted August 16, 2019 https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_Camera_SetRange Cámara Range !! Quote Link to comment Share on other sites More sharing options...
ximitimix Posted August 16, 2019 Author Share Posted August 16, 2019 I'll have to try this when I get home from work today. however, I can't imagine why the camera range would obstruct the skybox which should be infinitely away, Any idea how far out I should set that range? Quote Link to comment Share on other sites More sharing options...
Yue Posted August 16, 2019 Share Posted August 16, 2019 I think something is wrong, it should work with the default values, I think that at some point something like this happened to me, and I don't know if I fixed it or fixed it, I remember moving the map size values. Quote Link to comment Share on other sites More sharing options...
ximitimix Posted August 17, 2019 Author Share Posted August 17, 2019 well I've narrowed it down a bit, removing the code that creates the player and camera, and simply adding a camera to the map i get a normal view of the skybox... so its definitely something in my code maybe someone can tell me if they see anything i may be doing wrong, here is the code that spawns the camera... struct GamePlayer { Camera* PLayerCam; Model* CameraMount; Model* PlayerModel; int PlayerAnimId; int currentAngle; }; GamePlayer CreateLocalPlayer2(Vec3 pos) { GamePlayer gamer; Model* Mydude = Model::Load("Models/Characters/MyDude/MyDude.mdl"); Mydude->SetPhysicsMode(Entity::CharacterPhysics); Mydude->SetCollisionType(COLLISION_CHARACTER); Mydude->SetMass(1); int animationsequence = Mydude->LoadAnimation("Models/Characters/MyDude/MyDude.mdl"); Vec3 v = pos; Mydude->SetPosition(v.x, v.y, v.z); Model* mount = Model::Create(Mydude); Camera* MyMainCam = Camera::Create(mount); MyMainCam->SetRotation(55, 180, 0); MyMainCam->SetPosition(0, 20, 5); gamer.PlayerModel = Mydude; gamer.CameraMount = mount; gamer.PlayerAnimId = animationsequence; gamer.PLayerCam = MyMainCam; return gamer; This image is with a manually added camera (in the editor), the second is when from loading the camera in code Quote Link to comment Share on other sites More sharing options...
ximitimix Posted August 17, 2019 Author Share Posted August 17, 2019 I Fixed it!, problem was solved by changing Camera* MyMainCam = Camera::Create(mount); to... Camera* MyMainCam = Camera::Create(); MyMainCam->SetParent(mount); not sure why this is any different but hey it works now, also it solved another problem i was having with shadows not rendering 2 Quote Link to comment Share on other sites More sharing options...
gamecreator Posted August 17, 2019 Share Posted August 17, 2019 Nice. Good job and thank you for sharing the solution for anyone else that might come across this problem. Quote Link to comment Share on other sites More sharing options...
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