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Everything posted by Josh
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Something like this might help: const int guardbandSize = 8; FILE* fs = fopen("action.ani", "rb"); fseek(fs, 0,SEEK_END); int dwSize = ftell(fs); fseek(fs, 0,SEEK_SET); char* memory = new char[dwSize + guardbandSize]; fread(memory, 1, dwSize, fs); memset(memory + dwSize, 0, guardbandSize); fclose(fs); cursor = (HCURSOR)CreateIconFromResource((PBYTE)memory,dwSize,FALSE,0x00030000); delete memory;
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Please let us know if it happens again!
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Version 0.9.5 uses OpenGL 4.6. It is available on the beta branch. If you switch to using it, you must update your project to get the new shaders.
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No need to: #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a world auto world = CreateWorld(); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create light auto light = CreateBoxLight(world); light->SetRange(-10, 10); light->SetRotation(15, 15, 0); light->SetColor(2); //Create camera auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetPosition(0, 0, -3); camera->SetFov(70); //Create scenery auto box = CreateBox(world); auto cone = CreateCone(world); cone->SetPosition(1.25, 0, 0); cone->SetColor(0, 0, 1); auto sphere = CreateSphere(world); sphere->SetPosition(-1.25, 0, 0); sphere->SetColor(1, 0, 0); //Create camera and texture buffer auto texbuffer = CreateTextureBuffer(256, 256, 1, true, 0); auto cam2 = CreateCamera(world); cam2->SetClearColor(1, 1, 1); cam2->SetRenderTarget(texbuffer); cam2->SetMSAA(2); //Create material auto mtl = CreateMaterial(); auto tex = texbuffer->GetColorAttachment(); mtl->SetTexture(tex); box->SetMaterial(mtl); cone->SetMaterial(mtl); sphere->SetMaterial(mtl); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { //Orient the texturebuffer camera cam2->SetPosition(0, 0, 0); cam2->Turn(0, 1, 0); cam2->Move(0, 0, -3); world->Update(); world->Render(framebuffer); } return 0; }
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Okay, here it is. I will let you guys experiment with this and see what you think: modelimport.zip
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I am guessing there is somehow two active components being updated, which causes the mouse to be moved back to the center twice each frame...
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Copy the /Shaders folder from a new project into the project you are trying to import.
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Request: Indicator if a camera is realtime in shader
Josh replied to klepto2's topic in Suggestion Box
For this reason, I was considering making 3D viewports render twice in the editor each time, if SSR is enabled. -
I was able to fix this.
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0.9.5 Today's bug fixes included. Added Texture::GetIndex(). (Returns the OpenGL texture name / id, only use this in a rendering hook). Added Texture::GetHandle() (Returns the OpenGL bindless sampler handle).
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There are some questions that need to be decided. How much info should a brush instance share with the original? Should texture mapping be updated on a brush that came from a prefab? The behavior we are seeing right now is a result of not having decided these questions.
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Let's test with this: test.rar
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It appears the effect is not working in the editor and is causing errors to be printed...
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In the editor or in a C++ program?
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Okay, it was just a missing shader combo.
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The reason for this has something to do with the camera depth prepass, which indicates a problem with the depth shader...
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Posteffects are multiplied by rearranging them in the editor
Josh replied to klepto2's topic in Bug Reports
This will be fixed in a build later today. -
I am going to leave this "unsolved" until we decide what to do with this.
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As for the font rendering, I need to modify the way the font texture works...