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Posts posted by Josh
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I am guessing there is somehow two active components being updated, which causes the mouse to be moved back to the center twice each frame...
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Copy the /Shaders folder from a new project into the project you are trying to import.
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For this reason, I was considering making 3D viewports render twice in the editor each time, if SSR is enabled.
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15 minutes ago, Dreikblack said:
What about issue with Style.json not being loaded from archive?
I was able to fix this.
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0.9.5
- Today's bug fixes included.
- Added Texture::GetIndex(). (Returns the OpenGL texture name / id, only use this in a rendering hook).
- Added Texture::GetHandle() (Returns the OpenGL bindless sampler handle).
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There are some questions that need to be decided.
- How much info should a brush instance share with the original?
- Should texture mapping be updated on a brush that came from a prefab?
The behavior we are seeing right now is a result of not having decided these questions.
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Let's test with this:
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It appears the effect is not working in the editor and is causing errors to be printed...
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In the editor or in a C++ program?
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Okay, it was just a missing shader combo.
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This will be fixed in a build later today.
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It just needed a matrix update to be forced for some reason, to update the sprite entity showing the icon. This is fixed for the next build.
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I am going to leave this "unsolved" until we decide what to do with this.
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As for the font rendering, I need to modify the way the font texture works...
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It's normal that a plugin cannot be loaded from a zip archive, because under the hood this is using the Win32 function LoadLibrary. There may be a win32 function to load a library from memory, but I have not confirmed whether there the equivalent functions for Mac and Linux exist.
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Okay, I just had to make a small change to the way the zip file names are evaluated.
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I think the next step is to work this library into a standard Ultra C++ project so we can all test different files and see how well it works.
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55 minutes ago, Andy90 said:
This is interesting. I dont know this. Maybe its possible with this to load files from a server.
Yes, I believe this is what I was asking for.
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0.9.5
Everything updated, on Steam and standalone, this sorts out the terrain problem. Nothing had to be programmed, I just had to make sure all the executables, libraries, and shaders were really up to date.
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It doesn't appear the library supports loading files from memory, if the model consists of more than one file, like external textures, or in the case of glTF, an external binary file. I asked about it here but have not received a response yet:
https://github.com/assimp/assimp/issues/5511 -
0.9.5
Standalone build is updated.
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I am starting to investigate the assimp library. Posting some code to come back to when I am ready to continue:
Assimp::Importer importer; auto d = CurrentDir(); auto path = d.ToUtf8String() + "/Models/xxxxxxxxx.gltf"; const aiScene* scene = importer.ReadFile(path, 0); if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) { // Error handling if the file fails to load return -1; } auto node = scene->mRootNode; auto name = node->mName; // Process meshes attached to the current node (if any) for (unsigned int i = 0; i < node->mNumMeshes; i++) { aiMesh* mesh = scene->mMeshes[node->mMeshes[i]]; // Process the mesh as needed } // Recursively process child nodes for (unsigned int i = 0; i < node->mNumChildren; i++) { }
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Assimp loading code
in Programming
Posted
Okay, here it is. I will let you guys experiment with this and see what you think:
modelimport.zip