SpiderPig Posted April 9 Share Posted April 9 I might be wrong in what I'm seeing - but based on the console output it seems that loading this material is loading the PBR shader family as the root even though I've specified Unlit.fam as the root in DynamicLine.fam. Even if this output is correct, it's loading the PBR then deleting it, then loading it again. DynamicLine.zip #include "Engine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { auto displays = GetDisplays(); auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); auto framebuffer = CreateFramebuffer(window); auto world = CreateWorld(); world->SetGravity(0.0f, -2.0f, 0.0f); auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetPosition(0, 0, -2); auto light = CreateDirectionalLight(world); light->SetRotation(35, 35, 0); auto box = CreateBox(world); box->SetColor(0, 1, 0); auto mat = LoadMaterial("Materials\\DynamicLine\\DynamicLine.mat"); box->SetMaterial(mat); while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; } Quote Link to comment Share on other sites More sharing options...
Solution Josh Posted April 10 Solution Share Posted April 10 The PBR shader family gets loaded by default when a new material is created, and when the world is initialize (because it is used as the default shader family for the default material, when no material exists). 1 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...
SpiderPig Posted April 10 Author Share Posted April 10 That makes sense, thanks. Quote Link to comment Share on other sites More sharing options...
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