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Josh

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  1. The engine uses merged batches (see id Software's stuff) so it's not really possible to assign extra per-material uniforms as the scene is being drawn, because the renderer draws all materials at once. The easiest way to do this is to pack the values into a shader and then use texelFetch() to read a value from the texture using precise integer coordinates. The other alternative would be a per-shader SetUniform method, which I already use in the renderer, but it would affect every surface that uses that shader, so I am not sure if that's very useful.
  2. I just added this in the source code.
  3. My favorite bug report to see solved.
  4. Updated video again, only new stuff, much shorter / smaller now.
  5. The video background on the front page is updated, some new stuff and some old are shown.
  6. Josh

    Final Shot

    Added some road signs and more details overhead, like the park sign and the overhead traffic light structure. A lot of content from https://www.pbrpx.com was used.
  7. Wow, great job! I am glad you figured it out.
  8. How was it your fault? I wrote the software.
  9. I was just using this feature yesterday. Can you please upload the image that causes a crash?
  10. The website is refreshed with the information I want to get across. Nothing there will be a surprise to anyone, it's just emphasizing the idea of Leadwerks and its usefulness for beginners and small devs, rather than just showing a lot of graphs. https://www.leadwerks.com The main video and some images are not final.
  11. Josh

    Kitbash

    Mostly props from https://sketchfab.com/ahmagh2e
  12. I mean the animation data vertex positions. You can see the math Quake uses to store vertex positions here: https://github.com/Leadwerks/PluginSDK/blob/9a7958b8fa821b0848ef611e66aca35c4d91e6c5/Plugins/Quake Loader/Loaders/MDL.cpp#L326
  13. If you visualize the vertices somehow, like create a small box for each vertex in the animation data, you can probably get an idea of how the animations are oriented, and the solution will become more clear. It's very hard when you are basically double-blind.
  14. 0.9.9 Added vertex wind effect. It's just a checkbox in the material general settings. Vertex alpha can be used to disable the effect on some vertices.
  15. I always use 1.8 meters for height, and a little lower for the eye height.
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