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Posts posted by Josh
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HTTP streams are not supported in 3.x. It's actually a feature that was built into BlitzMax.
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Yeah, it was a simple fix. Basically, when prefabs are loaded, they are an entity that isn't associated with any world. The engine was trying to set the entity's world ambient light from the prefab file (prefabs are actually just map files with a single top-level entity.)
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While both NVidia and ATI drivers run perfectly on Linux, in my experience, I have had difficulties uninstalling ATI drivers. I believe my system has been more stable with an NVidia card, but I can't say for certain.
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You are correct. Working on it now...
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If you're doing this in BlitzMax, you can use reflection to view the entire structure of the classes.
TQuadTree:
Type TQuadTree Field layer:TVegetationLayer[MAXVEGETATIONLAYERS] Field root:TQuadTreeNode Field world:TWorld Field levels:Int Field terrain:TTerrain
TVegetationLayer:
Type TVegetationLayer Global shadowmode:Int Field body:TBody Field shape:TShape Field collisiontype:Int Field aabb:TAABB Field batch:TBatch[8] Field lodDistance:Float=50.0 Field vegetationobject:TVegetationObject[] Field lodcount:Int Field radius:Float Field billboardtexture:TTexture[2] Field billboarddrawqueue:TSurface[] Field billboarddrawqueuecount:Int Field castshadows:Int=1 Field density:Float=8 Field viewrange:Float=100 Field randomscale:Float=0 Field randomtilt:Float=0 Field aligntoterrain:Int=0 Field index:Int Field randomrotation:Int=1 Field minslope:Float=0.0 Field maxslope:Float=90.0 Field minheight:Float=0 Field maxheight:Float=1000 Field usebillboards:Int=0 Field scene:TShape Field path:String
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I am curious how this works as well.
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The exact numbers will depend on your hardware, but it's very efficient at rendering instanced geometry like that. 10,000 on camera might be too many, but with distance and frustum culling that could definitely be done.
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If it's undocumented by definition it's unofficial. I think he is asking for it to be official.
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"\" is the official/correct one for Windows. "/" is for every other OS. But they both work everywhere ni Leadwerks.
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It loads a file and returns the entire contents in a string.
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Try FileSystem::LoadString().
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What would it do?
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Here's some info on LuaJIT importing and compiling C code. It's rather amazing stuff:
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You can call Sound::Play for simple stuff like that, FYI.
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You can set a script with a collision function or use a collision callback. There presently is not a "leave" callback or function though. If the trigger collision type is used, the callback will continually be called each frame as long as the objects are intersecting.
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It's fairly easy to bring the Leadwerks 2 post-processing shaders forward in Leadwerks 3.1.
We also have a normals-based ambient term built into the lighting that gives a soft enhancement to shaded surfaces based on their normal map.
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Leadwerks 2 uses FXAA...it's basically a post-processing effect that tries to detect edges and make them blurrier. Consequently, it's not good at rendering fine details, because it's always trying to make more information than what it really has.
MSAA is a superior technique that performs random supersampling to render a higher quality image. Until recently, it wasn't possible to do this with a deferred renderer, and this was one of the main drawbacks to deferred rendering. OpenGL 4.0 now makes it possible to combine full hardware MSAA with deferred rendering.
Leadwerks 3.1 supports up to 32x hardware MSAA.
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The original 3D World Studio had this functionality, and this is a likely feature in the future, using LuaJIT. This has a lot of advantageous:
- Plugins are easy to write and cross-platform compatible. (No compiling required.)
- Plugins can be precompiled as LuaJIT machine code and distributed to protect the source code.
- LuaJIT can compile C code into the Lua binary object! So it basically makes a cross-platform version of a DLL.
I'm a big fan of 3ds max's MaxScript plugins system, and would model the design after that.
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- Plugins are easy to write and cross-platform compatible. (No compiling required.)
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The latest version of 3D World Studio exports to GMF.
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Does it print anything in the console when you do this?
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You could apply the invisible material to the unwanted limbs. At this time the model editor does not support deleting limbs, but it's a good idea for the future.
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I don't know how, but something as innocuous as a flipped "/" "\" sign made this stop working. Sorry about that.
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wrong thread...
Asset Browser not working after saving of a prefab.
in Leadwerks Engine Bug Reports
Posted
I don't understand?