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SpiderPig

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Everything posted by SpiderPig

  1. This might be considered a bug, I'm not sure. With a material open in the editor, if you then edit that material file in an external program the material itself does reload but all the parameters don't update. Would be nice to have them do so. Also the thumbnail for the material doesn't update unless you save the material. Would be nice to have it update when the file changes perhaps? I just noticed all this when using my shader editor on the materials whilst having the editor / material editor open. It's not a problem, just a luxury.
  2. I made this so that I didn't have to convert my entire Leadwerks projects straight away. With this you can still use (most of) Leadwerks style drawing commands. It's not perfect, maybe not even finished (haven't used it in a while) but at the bare minimum some of you may be able to use / learn from it! LegacyCanvas.zip
  3. Honestly I'm not sure if this is a bug or something I've done. Extract this into the main project directory so it can find the textures and shader family and then load it with the editor. There are no texture slots in the material editor available. I think it has to do with the shaderfamily because if it's using the default pbr.fam it loads the slots fine. Foliage.zip
  4. Is it possible to get the filename of the currently open material in the material editor in lua extension?
  5. Is there an event in LUA that occurs when a process created with CreateProcess() is closed down? Or can I add a while loop in an extension to check the process status?
  6. Never mind, it was an easy fix in C#.
  7. So I'm starting my process in a LUA extension for the editor. if process == nil then process = CreateProcess("B:/ShaderMaster.exe") end I get an error stating it couldn't find one of the files the app needs. It's showing that it's looking in a folder relative to the project the editor has open. I need it to look relative to the process exe because that's where all of it's files are. I think I can edit my software to fix this but I'm wondering if this can be done simply when creating the process? Startup arguments perhaps?
  8. Rather than navigate back to the file browser I'd like to be able to edit an asset by either double clicking it or right click and selecting "Edit" in the scene tree.
  9. I'm browsing for a material that will be common over several GLTF models. After saving the models with the material assigned I've found by editing the one material it does not update the models that have it assigned. Upon further inspection of the GLTF file I saw no file reference to the material. It seems it has just copied the material into the GLTF file. Is this intended behavior?
  10. When saving this model in the asset editor it automatically generates PNG files even though everything is DDS. PineLarge_001_LOD1.zip
  11. The ability to drag a material from the project's file browser onto the model or the mesh name in the model tree view would be nice.
  12. For me, clicking this takes me to a different projects folder other than my currently open project's directory in which the model resides. I think it's going to the last open folder or something... which is useful so long as it's within the current project think.
  13. Could we get a "Rename" and "Delete" option when we right click an asset and a "Create Material" option when we right click blank space?
  14. Would be nice to see the outline drawn around the appropriate mesh when selecting the mesh or material in the model tree.
  15. Just a thought. If I edit a models material that gets saved into a gltf file I would then like to export said material to a file and have the model use that file instead of storing it inside the gltf. I know I could just create a material and load that instead, but there are some cases where I don't know that's what I want and I may already have the material set up for that model. I think this will be useful for models with multiple LOD's and/or multiple variations of the same model that can all use the one material.
  16. Because I like being efficient (#lazy) I was wondering if we could have a few shortcut keys for some of the menu items in the asset editor? Something like the standards perhaps - Save : Ctr+S Save As : Ctrl + Shift + S Toggle Wireframe : F2 Toggle Collider : F3
  17. I can't seem to change the name of the material for the model. I've tried pressing enter or saving the model straight away but it never saves the name. Actually I can't change the mesh name either...
  18. Updated to v1.2. Release notes in download.
  19. I'm from Australia. I will join at some point when I remember to set my alarm.
  20. Faster and shadows are just multiplied by the final frag color. Much faster. Also not using texelfetch anymore which smoothed the shadows a bit but still needs more work.
  21. I was trying something similar in the frag shader. I just didn't call RenderLighting if the fragment was in shadow but I thought the results were too dark. (the gif above) if(enable_lighting == true) { RenderLighting(material, materialInfo, vertexWorldPosition.xyz, n, v, NdotV, f_diffuse, f_specular, renderprobes, ibldiffuse, iblspecular); } Can I simply disable lighting like this to see the shadow or is this not the best approach?
  22. How to create a 3D texture in Ultra? I don't see a depth parameter in CreateTexture()... CreateTexture(TEXTURE_3D, width, height, depth???); Is it the layers parameter or is that for mipmaps?
  23. Got it down to 150 to 300ms by removing lots of sqrts().
  24. My thoughts exactly. A slow light would only need updating every second or so. It's only a 512x512 terrain. The slowest part is when the whole terrain is in light because then every ray cast dosnt hit somthing so is very long. I allready stop the ray when it leaves the AABB of the terrain. I also want to blend in the default shadow system when up close. That should look real good. Will have to match the shadow color. Are the shadows in Ultra just multiplied over the final frag color?
  25. Second go at this. Not as hard as it looks to get something basic going. I think the majority of the work will be performance improvements and making the shadows look nicer. It's "semi" real-time now. Still on the CPU but on another thread who's sole purpose is to calculate the shadow map until the program quits. Takes about 500 or so milliseconds to calculate the shadow map, hence the jitter as the sun get's higher. I think I can improve the ray casting speed but I want to focus on smoothing out those shadows. I'm wondering if signed distance fields can help... maybe by storing each pixels distance to the nearest shadow I can calculate the fragments distance and blend accordingly. Works in my head anyway. I think I'll sleep on it.
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