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SpiderPig

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Everything posted by SpiderPig

  1. I think there's a TransformPoint function that takes a source and target matrix... the matrix for your point might just be Mat4() with no arguments. Target matrix would be the models matrix.
  2. Those tests might be done in local space. You might have to transform your points and lines yourself. I had to that to somthing a while back with bones I think.
  3. Oh. Didn't even think about that. That'll teach me to post late at night. Thanks!
  4. I forgot how to make the black parts of a texture be transparent. How to set this in a material? I tried "alphamask":true but not sure if that's even right.
  5. Generating an item texture atlas to reduce material count. Now to work out UV coords!
  6. I printed to the console the texture format of my pixmap and it said it was 133 but I couldn't find it in the struct - I may be blind... is it a combo of compression and RGBA or something? enum TextureFormat { TEXTURE_FORMAT_UNDEFINED = 0,//VK_FORMAT_UNDEFINED, TEXTURE_RGBA_UINT = 41,//VK_FORMAT_R8G8B8A8_UINT, TEXTURE_RED = 9,//VK_FORMAT_R8_UNORM, TEXTURE_RED_UINT = 13,//VK_FORMAT_R8_UINT, TEXTURE_RG = 16,//VK_FORMAT_R8G8_UNORM, TEXTURE_RGB = 23,//VK_FORMAT_R8G8B8_UNORM, TEXTURE_RGBA = 37,// VK_FORMAT_R8G8B8A8_UNORM, TEXTURE_BGR = 30,//VK_FORMAT_B8G8R8_UNORM, TEXTURE_BGRA = 44,//VK_FORMAT_B8G8R8A8_UNORM, TEXTURE_RGB8 = 23,//TEXTURE_RGB, TEXTURE_RGBA8 = 37,//TEXTURE_RGBA, TEXTURE_BGR8 = 30,//TEXTURE_BGR, TEXTURE_BGRA8 = 44,//TEXTURE_BGRA, TEXTURE_RED16 = 76, //VK_FORMAT_R16_SFLOAT, TEXTURE_R16 = TEXTURE_RED16,//VK_FORMAT_R16_UNORM??????, TEXTURE_RGBA16 = 97,// VK_FORMAT_R16G16B16A16_SFLOAT, TEXTURE_RGBA32 = 109,//VK_FORMAT_R32G32B32A32_SFLOAT, TEXTURE_BC1 = 131,//VK_FORMAT_BC1_RGB_UNORM_BLOCK, TEXTURE_DXT1 = TEXTURE_BC1, TEXTURE_BC3 = 137,//VK_FORMAT_BC3_UNORM_BLOCK, TEXTURE_DXT5 = TEXTURE_BC3, TEXTURE_BC5 = 141,//VK_FORMAT_BC5_UNORM_BLOCK, TEXTURE_BC6H = 143,//VK_FORMAT_BC6H_UFLOAT_BLOCK TEXTURE_BC7 = 145,//VK_FORMAT_BC7_UNORM_BLOCK, TEXTURE_BC4 = 139,//VK_FORMAT_BC4_UNORM_BLOCK TEXTURE_COLOR = -1001, TEXTURE_DEPTH = -1002, TEXTURE_HDR = -1003 };
  7. Yeah confirming a fresh install didn't help. I think Josh needs to rebuild the library.
  8. Yeah recent update didn't fix it so I'm doing a clean install to see if that works. Did you try that too?
  9. Just updated and I'm getting a library corrupt error with UltraEngine_d.lib. Did a fresh install which didn't help. Release is fine.
  10. Hey @Josh do you think this is a bug or is it just my bad shader skills?
  11. Yeah I think it is. I could just make it darker, or make the text darker.
  12. Ah yes they are. One has to be parented to the other I think.
  13. For a line mesh AddPrimitive() should only take 2 arguments. 1 vertex for each end of a line.
  14. I'm thinking about implemented something like this for a shadow effect behind the text. It should make the white text over the items more visible. https://www.shadertoy.com/view/7tSGDV
  15. Started getting crafting working. I used to have crafting on a separate tab to the inventory, but I'm going to see how this works. I think it'll look good having them side by side and it may be easier to use.
  16. I think they should be added to the world stats.
  17. But I have no way of tracking them. I mean my project is large and materials are being created and deleted left right and centre. I've already discovered I'll need to move all my icons for inventory items into one texture and draw them in the inventory via manipulating tex-coords. If I don't know how many there currently are I don't know where to make improvement's. 256 materials will be used pretty quick, that's only 256 unique objects.
  18. Can support for retrieving the current amounts be added or do we wait for a crash?
  19. Can I retrieve the current amount of all those values in C++?
  20. Ah yes thanks. MaxVerticies and MaxIndices is total for a single mesh or entire program? They probably are a bit low.
  21. Okay thanks. So it's pretty much just a memory game. I thought there might also be a maximum amount of entities and materials too as the shaders look them up in an array. Maybe those arrays have no set size like the textures do.
  22. Sure can. This is the material I set to a line mesh. debug_material = CreateMaterial(); debug_material->SetShaderFamily(LoadShaderFamily("Shaders\\Unlit.json")); debug_material->SetLineStipple(LINE_STIPPLE_DASHED); Line mesh was created like this and then the model scaled to the right size. model = CreateModel(world); model->SetRenderLayers(render_layers); mesh = model->AddMesh(MESH_LINES); mesh->AddVertex(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f); mesh->AddVertex(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f); mesh->AddVertex(1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); mesh->AddVertex(0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); mesh->AddPrimitive(0, 1); mesh->AddPrimitive(1, 2); mesh->AddPrimitive(2, 3); mesh->AddPrimitive(3, 0);
  23. SetLineStipple() has to be the single most best thing about Ultra. I'm using it here to debug my widget system. Different coloured borders are used to identify different types of containers. I've pretty much implemented Godot's UI system into Ultra. You can see the various containers and how they expand in different ways to fill their parents. There are a few issues on the left with the scroll containers, hence the debugging mode.
  24. Just want to get a clear idea on what are some of the limits for these things so I can be sure to not exceed them. As I understand it only so many materials, textures, entities and maybe other things can be passed to the shaders. What are the max: Entities Materials Textures Any thing else?
  25. Perfect, thanks! Will put this to good use.
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