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Posts posted by Josh
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OpenGL 4.6 is the only renderer in version 0.9.5. I talked about it for an hour in this video:
To support older hardware, I just need to write one alternative code path for systems that don't support bindless textures. OpenGL 4.6 support goes all the way back to:
- Nvidia GEForce 420
- AMD Radeon RX 5300M
- Intel HD Graphics 520
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You can delete all thumbnails by deleting the folder C:\ProgramData\Ultra Engine\Thumbnails
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7 minutes ago, CJO Games said:
Thanks for the information - thought the texture file above was not being used on terrain - indeed I'm not even using terrain at the moment so, although useful information it's not really relevant to the issue - unless I'm missing something?
I've attached again the grass floor material with the needed textures and the output from the material file in .txt format - hopefully that will be everything you need...
Please note that these are proprietary assets and should be treated as such.
Okay, it will work in the build that goes up later today.
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I cannot fix this without the file that causes the error.
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1 hour ago, CJO Games said:
Josh, can you try the following steps with this .png file? To reproduce simply right click and create material and, hopefully, it will do what it does to me and create the .cpp error and crash to desktop. This has just occurred for me within the last few moments.
Please note that the attached is a proprietary texture and should be treated as such.
I added the missing format. However, there are a few rules for terrain textures in 0.9.5 to take note of:
- All textures on one terrain must be the same size. There is an additional argument in the CreateTerrain function that lets you specify this size. I have not added a control in the editor yet to let you adjust the size of a terrain that is being created. The default size is 1024.
- Base color, metallic-roughness, and emission textures used in a terrain must be in format BC7.
- Displacement textures used in a terrain must be Luminance format (single channel 8 bit grayscale).
- Normal maps used in a terrain must be BC5 format.
The reason for this is that array textures are now being used for terrain rendering. This solves the problems we were seeing with pixels on the borders invocation groups and will help make the engine runnable on a wider range of hardware.
21 minutes ago, CJO Games said:here is another one to try - again from a proprietary pack - in this case its a material that was created previously and worked previously but which now causes a hard crash when I try to view it in the preview.exe
Please note this is a proprietary texture and should be treated as such.
This zip file does not include any textures.
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I found the cause.
In the visibility list, meshes are grouped by pipeline settings. This is all the different rendering settings, plus the shader in use.
The pipeline settings has a < operator for sorting. This is how the grouping is done.
I added a setting in the shader family to force bindless textures off, but did not add any sorting for this in the < operator in the pipeline settings class.
As a result, your sphere was probably getting rendered using the terrain shader.
Once I added the needed fix the problem went away.
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At this point I suspect a nasty memory overwrite in the terrain system. I am seeing behavior that does not otherwise make sense...
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This is a strange one. Has this every happened without the terrain present?
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I cannot fix this without seeing the texture files.
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Do you know what folder is selected when this happens, and what files are in it that might be causing this?
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The entire renderer backend was replaced in 0.9.5.
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For each mesh, if its material does not use shadows, it will not cast a shadow.
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It's both. Both the material and entity must have shadows enabled for a shadow to be cast.
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When an LOD is loaded from a model, it just adds the meshes found in that model into a new LOD. No entity properties are copied from the LOD model file.
A model with several LODs is just a single model.
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When I tried it on mine, I found a bad driver bug with one of the more advanced commands. I'll report it to Intel and hopefully get it fixed.
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0.9.5
- Editor updated with some fixes.
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I am changing it to use the highest-res LOD.
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Ah, I see.
The pick routine uses the lowest LOD available, but in your case the model geometry is very different from the full-res model.
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Hold on, I was looking at one of the LOD models.
For the main model, it looks like the branch material can be picked, but the trunk cannot...
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If you scene has an IBL intensity of zero or no specular and diffuse reflection maps set, things will appear very dark.
However, I did also notice that the light in the asset editor world was being hidden all the time, so I am fixing that.
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The error above indicates there is some pixel format being used that I have not written support for yet. This is why the texture ID is zero.
0.9.5 seems slower than 0.9.4
in General Discussion
Posted
It actually makes sense why your colors were flipping back and forth.
The bindless texture override in the shader family was not being taken into account in the sorting, so it was just random. So sometimes your trees were being rendered with the more expensive terrain shader.