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vblack

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Everything posted by vblack

  1. Using Acer Windows Mixed Reality (Developer edition).. I've disables the post process already. Since it uses SteamVR/ OpenVR, it shouldn't make a difference ? Does the shaders need to be updated ? Are you using single pass rendering or multipass for each eye ?
  2. Hello; Using Leadwerks Editor 4.5 with VR enabled (VR:Enable()in script). I have only the left eye rendered. Is there an extra step to do ? Like updating the shaders ?
  3. Reopening this topic. The transparency works now on 4.4 version, however, light probes are not. If I disable the blending mode, it works, else, I lose it. If I use the 'Light' blendmode, the objects appears red Here 3 screenshots with a simple scene with light probe - Alpha Blend Enabled - Light Blend Enabled (objects behind appears red) - No Alpha I'm trying to achieve a material used for glass panel with reflections from the Light probe.
  4. OK, tried the code, but it doesn't work, when I go inside, it just flicker and the terrain is still visible
  5. Hi; In TerrainRemove.lua, tSize and terrain are undefined ?
  6. The workshop is not working for this page (got 4.3 version). Can you put the script ? I can find the entity "Terrain" as explained, but cannot control it (Hide(), Move() doesn't work)
  7. I'm looking for the equivalent of Quat:LookRotation(forward, up) (create a quaternion from a forward direction and up). Maybe transform ? but there are no such thing (not able to specify the up direction).
  8. Ah ok, so SetScript is not just setting the file name, it loads and attach it, correct ?
  9. Yes I've read that, but the class doesn't do the loading of LUA file and instancing of for object I'm using Interpreter::Push (which is tolua_pushusertype(L, o, o->GetClassNameStr().c_str()) But my class is for example Class A : public Entity, but my script using Script:<NameSpace> (same format as Leadwerks). I need a function from an allocated Entity 1) Load 1 Lua file (Interpreter::ExecuteFile) (Which is using Script::<NameSpace> function). 2) 'Connect' for each entity to the loaded lua (I don't want to load 1000 times the same lua code). 3) Ability that each entity have its own variable.
  10. 'm using the C++ SDK and lua for small objects code. I need to create the entities from C++ and later use the bool Entity::CallFunction(const std::string& functionName, Object* extra) How to 'bind' on script lua to an entity ? it looks that Interpreter is using tolua++, but I can't figure how to load the .lua properly to the object // Create 100 special entity std::vector<Entity*> list; for (int i = 0; i < 100; i ++) { Entity* entity = new MyEntity(); entity->AddToWorldTable(true ); list.push_back(entity); } // Load special script (But not working, object not callable). Interpreter::NewTable(); Interpreter::SetGlobal("Script"); // Must Script. Don't change that, because the script are prefixed with Script:myFunction if (Interpreter::ExecuteFile("MyEntity.lua")) { System::Print("Error: Failed to execute script \"" + it + "\"."); } for (auto&it : list) it->CallFunction("OnSpecialFunction") Script Lua function Script:OnSpecialFunction() print self end
  11. It would be nice to have a basic Perforce or source control control, or at least a 'function' that it get called when trying to edit a file that is on 'read only' It could be in the settings like Unlock file : p4 edit $path Creating changelist would be nice, but at least a function or a batch that can be called when try to modify a file being locked (read only).
  12. I'm currently writing a test using PBR shader. Right now it works, but I'm using pre-calculated environment (irradiance) map. I know that an environment is provided with the deferred rendering, but I want to use the texture sampler in the main shader because the calculation for the sampling (importance) is different. I would like to know if it is possible to access the sampler (to be bound) when during the 1st pass of the deferred. (for example texture15). Thanks;
  13. Does the same. In fact, it works in editor mode, but when I switch to game mode, it get red. I will ask our artist to prepare a project with the issue, it will be simpler (Tested on nVidia GT 770, does the same on GT 900). EDIT: For me, it is a problem with deferred rendering engine and transparency, and what I'm seeing 'red' is one of the G Buffer, I know that transparency and deferred can be tricky something, maybe it is an edge case ?
  14. Thanks, again, it affects mainly the object using environment mapping. It looks that the rendering is doing some multiple passes, and this transparent material is in the 'wrong' pass (should be rendered just before the post processing).
  15. apparently the objects which have environment mapping are 'red' under transparency Here better version :
  16. Yes I'm using it in fact (attached), but it doesn't do what I want. I have 'Diffuse' the texture with alpha, also I want to use the texture4 for using for reflection. Also the one used doesn't work with double sided. I set Blend-mode: Alpha Two sided Depth Test Depth Mask (OFF), assuming the transparent are rendered after the opaque geometry. Here the screenshot : The objet behind looks 'red'
  17. I'm trying to create a shader with transparency (like a glass). I set the Material in Alpha (I would expect more type like, choosing Dest and Src Blend), but I notice that the objects behind the transparent door are red, and sort is not correct. How to achieve the correct effect ? Is that supported ? Also I need more mode like premultiplied alpha or additive etc.. _Glass.mat diffuse+normal+alpha.shader
  18. The problem is that we have a basement in that building and the terrain is sometimes visible (overlapping walls), we try to extrude, but hiding the whole would be better.
  19. I'm doing a fps game and for optimisation (entering into a building), I need to hide the terrain entirely with a script. How to do that ? Can't find a 'terrain' object I can manipulate.
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