CopperCircle Posted September 4, 2010 Share Posted September 4, 2010 Hi, I am trying to get the new particle shadows to work in C#, but can't see how to enable colored shadows on my driectional light? Thanks. Quote Link to comment Share on other sites More sharing options...
L B Posted September 5, 2010 Share Posted September 5, 2010 Can't find the link to set it up in C++ or another language. Any example? Quote Link to comment Share on other sites More sharing options...
macklebee Posted September 5, 2010 Share Posted September 5, 2010 CopperCircle, theres a tutorial for this that shows how its done via lua. 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...
CopperCircle Posted September 5, 2010 Author Share Posted September 5, 2010 Thanks, I have been using this tutorial as a reference, and had a look a the LUA code for the diretional light in the editor and there is a SHADOW_COLOR mode with a value of 8, I dont think this in in the C# dll. Tutorial Quote Link to comment Share on other sites More sharing options...
ZioRed Posted September 6, 2010 Share Posted September 6, 2010 Yes it seems to me that the headers currently miss the "Color" in the Leadwerks.ShadowMode enum, but I think it should work if you use it in a SBX. Quote ?? FRANCESCO CROCETTI ?? http://skaredcreations.com Link to comment Share on other sites More sharing options...
CopperCircle Posted September 6, 2010 Author Share Posted September 6, 2010 Thanks, I will have to wait for the next update as I am not using SBX files as I am creating my own editor. Quote Link to comment Share on other sites More sharing options...
L B Posted September 6, 2010 Share Posted September 6, 2010 Uploading it, expect it in the next 20 minutes. Quote Link to comment Share on other sites More sharing options...
CopperCircle Posted September 7, 2010 Author Share Posted September 7, 2010 Sweet! Thanks Quote Link to comment Share on other sites More sharing options...
CopperCircle Posted September 7, 2010 Author Share Posted September 7, 2010 Hi, I tried the new dll and get this error? Light sun = new Light.Directional(); sun.Rotation = 45; sun.Rotation.Y = 120; sun.ShadowmapSize = 2048; sun.ShadowMode = ShadowMode.Color; PInvokeStackImbalance was detected Message: A call to PInvoke function 'Leadwerks!Leadwerks.Core::EntityShadowMode' has unbalanced the stack. This is likely because the managed PInvoke signature does not match the unmanaged target signature. Check that the calling convention and parameters of the PInvoke signature match the target unmanaged signature. Quote Link to comment Share on other sites More sharing options...
L B Posted September 7, 2010 Share Posted September 7, 2010 I assumed it was a value of 8 but did not test. I'll try to look into this tonight. (Tyler, if you read this, please work on the callbacks and picks.) Quote Link to comment Share on other sites More sharing options...
CopperCircle Posted September 7, 2010 Author Share Posted September 7, 2010 Hi, the vaule is 8 in the Lua code for the editors directional lights Quote Link to comment Share on other sites More sharing options...
TylerH Posted September 17, 2010 Share Posted September 17, 2010 Been pretty caught up in school guys, sorry about that. Umm, there was a standing issue with the shadow color modes because the engine.dll that we compiled against was not 2.4, therefore the shadow color stuff will not work until we copy our code base onto the 2.4 engine source. Quote nVidia 530M Intel Core i7 - 2.3Ghz 8GB DDR3 RAM Windows 7 Ultimate (64x)----- Visual Studio 2010 Ultimate Google Chrome Creative Suite 5 FL Studio 10 Office 15 ----- Expert Professional Expert BMX Programmer ----- Link to comment Share on other sites More sharing options...
CopperCircle Posted September 17, 2010 Author Share Posted September 17, 2010 Thanks for the update Tyler Quote Link to comment Share on other sites More sharing options...
ZioRed Posted September 17, 2010 Share Posted September 17, 2010 ...until we copy our code base onto the 2.4 engine source. Is realistic that your new custom engine and official engine sources will be "merged" in the next future before LE3? I ask this because I have a few projects on the table which I would like to work on and personally I'm not so convinced to want to rely on unofficial version of the engine (one thing is a wrapper, another is a custom lib). My other solution if I don't want to wait for LE3 (and its I hope finally managed code or official wrapper) is to use (and update if needed) the old 1.32 headers. Quote ?? FRANCESCO CROCETTI ?? http://skaredcreations.com Link to comment Share on other sites More sharing options...
L B Posted September 17, 2010 Share Posted September 17, 2010 Oh my god, Tyler is alive! I have to go right now though, don't have time to read any of that thread. Hope I'll see you on MSN tonight? Quote Link to comment Share on other sites More sharing options...
L B Posted September 17, 2010 Share Posted September 17, 2010 Is realistic that your new custom engine and official engine sources will be "merged" in the next future before LE3? I ask this because I have a few projects on the table which I would like to work on and personally I'm not so convinced to want to rely on unofficial version of the engine (one thing is a wrapper, another is a custom lib). My other solution if I don't want to wait for LE3 (and its I hope finally managed code or official wrapper) is to use (and update if needed) the old 1.32 headers. I don't know for Tyler, I intend to provide support for .NET in LE3. Besides, you can use our DLL in any language too - only it won't be wrapped. Quote Link to comment Share on other sites More sharing options...
TylerH Posted October 4, 2010 Share Posted October 4, 2010 It really isn't hard for us to maintain our custom lib against the official versions of the engine. It is only about 1 hour of work per update since Josh will most likely not be adding any new features. The only thing is that it requires some Blitzmax source files for Lua functions and some modules that we don't have access to. Quote nVidia 530M Intel Core i7 - 2.3Ghz 8GB DDR3 RAM Windows 7 Ultimate (64x)----- Visual Studio 2010 Ultimate Google Chrome Creative Suite 5 FL Studio 10 Office 15 ----- Expert Professional Expert BMX Programmer ----- Link to comment Share on other sites More sharing options...
Canardia Posted October 4, 2010 Share Posted October 4, 2010 I think you can get everything you need for the C# headers from the C headers? I agreed earlier with ZioRed to send him always all changes to the C headers, so he gets an impulse to update the C# headers when the C headers are ready. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
L B Posted October 4, 2010 Share Posted October 4, 2010 I think you can get everything you need for the C# headers from the C headers? Of from Josh. Quote Link to comment Share on other sites More sharing options...
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