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Josh

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Everything posted by Josh

  1. Okay, I found the cause. New build incoming today.
  2. I don't get any error.
  3. Okay, please try it now and see if it says any other information.
  4. 0.9.5 Some bug fixes. Terrain shader small fix. Added some more debugging info to Assert statements.
  5. What GPU is this using? Is this on the integrated graphics?
  6. It just says "Assert failed"? I am adding a bunch more messages to the assert statements. Normally these are cases that should never be hit.
  7. Thanks, this is correct on the standalone, will be in next Steam build later today.
  8. In my current build this code is working correctly. Please let me know if you have problems after today's update. Two things to remember: A window with a framebuffer will not be deleted until after two calls to World::Render with a different framebuffer, because it has to make a round-trip to the rendering thread and back to delete the window's graphics context before the window is deleted. You don't have this problem in your code, but remember to clear out events to prevent windows from being stuck in memory. #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); shared_ptr<Window> window; shared_ptr<Framebuffer> framebuffer; shared_ptr<World> menuWold; //Create a window window = CreateWindow("Ultra Engine", 0, 0, 800, 600, displays[0], WINDOW_TITLEBAR); //Create a world menuWold = CreateWorld(); //Create a framebuffer framebuffer = CreateFramebuffer(window); //Create light auto light = CreateBoxLight(menuWold); light->SetRange(-10, 10); light->SetRotation(15, 15, 0); light->SetColor(2); //Create camera auto camera = CreateCamera(menuWold); camera->SetClearColor(0.125); camera->SetPosition(0, 0, -3); camera->SetFov(70); //Create scenery auto box = CreateBox(menuWold); int x = 0; //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { while (PeekEvent()) WaitEvent(); if (window->KeyHit(KEY_SPACE)) { x += 100; window = CreateWindow("Ultra Engine", x, x, 800, 600, displays[0], WINDOW_TITLEBAR); framebuffer = CreateFramebuffer(window); } menuWold->Update(); menuWold->Render(framebuffer); } return 0; }
  9. New rendering backend is up and running. 3-9-24.zip
  10. Use TEXTURE_LUMINANCE. It will give you a grayscale image with alpha 1.0, using a single color channel.
  11. Saving animation is presently not supported.
  12. Here is what I see when I run it. Is this the correct behavior?
  13. Okay, this has to do with resource cleanup and I have to treat this very carefully...stay tuned.
  14. Confirmed, although rendering is working fine for me. I have simplified your example and am testing... #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); shared_ptr<Window> window; shared_ptr<Framebuffer> framebuffer; shared_ptr<World> menuWold; //Create a window window = CreateWindow("Ultra Engine", 0, 0, 800, 600, displays[0], WINDOW_TITLEBAR); //Create a world menuWold = CreateWorld(); //Create a framebuffer framebuffer = CreateFramebuffer(window); //Create light auto light = CreateBoxLight(menuWold); light->SetRange(-10, 10); light->SetRotation(15, 15, 0); light->SetColor(2); //Create camera auto camera = CreateCamera(menuWold); camera->SetClearColor(0.125); camera->SetPosition(0, 0, -3); camera->SetFov(70); //Create scenery auto box = CreateBox(menuWold); int x = 0; //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (window->KeyHit(KEY_SPACE)) { x += 100; window = CreateWindow("Ultra Engine", x, x, 800, 600, displays[0], WINDOW_TITLEBAR); framebuffer = CreateFramebuffer(window); } menuWold->Update(); menuWold->Render(framebuffer); } return 0; }
  15. Also asked for help here: https://steamcommunity.com/groups/steamworks/discussions/0/1354868867715025209/
  16. The single-viewport issue is fixed in 0.9.5. I am not sure if the map loading issue is still active. Please try to avoid mixing different issues together in the same thread, thanks.
  17. Is the map saved with a name? If not it will open the dialog so you can select a name to save the map as.
  18. I believe this is fixed in the build that will go out today. Please let me know if it doesn't work, or mark this as the solution if it does.
  19. Fixed. Note that camera->Render() just ensures the camera renders once during the next world render. Calling camera->Render() twice in succession will not make the camera render for two frames.
  20. Here is what I see when I run it. I guess that camera should not even render once...
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