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Josh

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Everything posted by Josh

  1. Will be fixed in the next build...
  2. camera->SetViewport(200, 0, framebuffer->size.x - 200, framebuffer->size.y); If you call that code again after the new framebuffer is created, it works perfectly.
  3. Josh

    Asset Explorer

    We can see here there are 12 meshes but only 10 materials, so this model would be a little more efficient if we just collapse and resave it.
  4. Josh

    Asset Explorer

    Working out the model and material editing interfaces. There's a lot of little details to attend to, especially in the import/export features. I'd say the asset browser / editor is probably about 50% of the complexity of the entire editor.
  5. It's also worth noting that in desktop mode menus and comboboxes use a separate window for the pop-up component, so there is no problems with these things appearing on top of a child window. However, this is not true when the GUI is being rendered in Vulkan.
  6. Sure, if you write a plugin for your file format.
  7. Josh

    Material Editor Interface

    Of course! It's a combination of a per-camera setting and a per-material setting.
  8. Josh

    Dungeon Skank

    This would be very interesting in VR.
  9. If you are doing marching cubes, maybe it is possible to calculate the normals from the underlying volumetric geometry instead of trying to calculate them from the mesh? I mean you lose information when you go from volumetric to mesh, so maybe before losing that information it is possible to calculate normals that should be applied to the mesh?
  10. Josh

    Copy pixel

    I think render-to-texture is a lot more well explained and refined in Ultra.
  11. Josh

    Copy pixel

    This should do it: https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_Camera_SetRenderTarget
  12. My first reason was "jut use printf" but the Print() command actually does a lot more than that. It calls OutputDebugString so the text appears int he VS console. It also can run hooks. So yes, I agree with you.
  13. Another thing you can do is just make a program act different based on command line params. I think I am going to make the editor call launch its own executable to generate thumbnail images. This saves me from having to include two large EXEs.
  14. I also use Ultra App Kit for simple programs that don't need 3D.
  15. Josh

    Texture Manager WIP

    This is what I want the first editor build to be. If I can polish up an app that just browses the game directory and handles textures, that is a good first milestone.
  16. Rearranged some screen elements and now it's a whole new application.
  17. Josh

    Weird

    Upload please!
  18. Here we can see the file time and size imported from the package. Labels for the file, folder, and package are displayed in the side panel.
  19. There is also an Aabb:DistanceToPoint method, which I believe can be used for a perfect box/sphere test. If the distance to the point is less than the sphere radius, then the two intersect.
  20. It depends on how precise you need it to be. Ultra never does a real sphere-AABB test because it's too expensive. Usually it starts with a sphere/sphere test and then moves onto a box/box test in some cases. The AABB::IntersectsPoint method takes an optional radius, but it just treats the point like a box.
  21. FIrst step is to test AABB/AABB intersection, that will eliminate 99% of your cases.
  22. This is just a sphere / bounding box intersection test, right?
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