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Josh

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Everything posted by Josh

  1. Fix is available on standalone build now.
  2. Ah okay, if you enable alpha discard on a material on an animated model it will display the error.
  3. Wait, if it is using a fragment shader in a depth pass, it must be using alpha discard...
  4. Bug fixes. Added Camera::SetUniform, for post-effect parameters.
  5. I am not able to produce this bug in a new project, using the player robot model, on my Nvidia card.
  6. I added some code that automatically decompresses the pixmap to another format, resizes it, and compresses it again.
  7. This will be fixed in the next build. The command is now called Camera::SetUniform, and it accepts the following values: int, ivec2, ivec3, ivec4, float, vec2, vec2, vec4, texture Textures will be passed as a uvec2 bindless handle. The texture will be kept in memory while it is used by a camera.
  8. Map loading from asset browser now supported. Added clear button in world settings environment map fields (icon has the wrong path, will be fixed in next update)
  9. https://registry.khronos.org/OpenGL/specs/gl/glspec46.core.pdf
  10. This extension automatically converts images to DDS format, taking the best guess at what type of compression to use. Build 598 or greater is required. DDSConverter.lua
  11. Yes. Some programs do saving a little differently. They'll do things like write the file somewhere else, and then copy it over once writing is finished, to prevent a file from getting corrupted. Some of these actions can trigger the file system watcher multiple times, and I do my best to prevent it.
  12. What program are you editing it in, VSCode?
  13. The camera cannot render on top of the background, because it has to render to an MSAA texture. You don't want to use MSAA on GUI cameras for a few reasons. Text is already antialiased. Edges will become blurry. There may be other situations where you do want to use multiple cameras with MSAA, but this is probably not one of them.
  14. I am attaching the last version of my assimp model loader class so you can experiment with it if you want to. AIModelLoader.cppAIModelLoader.h
  15. 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).
  16. Update is available now which I believe fixes this. I tested on the standalone.
  17. Okay, building from the engine source works, but from the lib does not. It probably is interfering with assimp...let me do another build without it. (I only updated the editor last time.)
  18. What example is not working in this example? When I run it, it loads the folder and finds a file called "è¿a¿½½¿µá.txt" in the RU folder.
  19. I guess just go without whatever format is in use. The fact that nobody understand or even knows what BC7 is probably means it isn't that important in the grand scheme of things. If someone wants BC7, we can do an auto-converter in the editor from an image file. It would be better to have something simple and reliable that works now than to have something that produces perfect results but breaks easily.
  20. Yeah, but if we got a static exporter set up, that would cover 95% of use cases.
  21. I thought you had a working exporter your wrote yourself?
  22. I have it working now: https://github.com/UltraEngine/G3D/blob/main/README.md
  23. How hard would it be to export to this format from Blender?
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