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SpiderPig

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Everything posted by SpiderPig

  1. SpiderPig

    VK_EXT_line_rasterization

    Nice! Is that somthing we can do in a shader?
  2. Some of my shader families have the extension .fam and when loading the material it will fail to load the shader family because it's appending .json to the end. Can it be made so that if the extension is specified it doesn't append .json to the end? Error: Failed to read file "C:/UltraEngine/Projects/TheSeventhWorld/Shaders/Materials/MyFamily.fam.json" Material: { "material": { "version": 100, "color": [ 1.0, 1.0, 1.0, 1.0 ], "emission": [ 0.0, 0.0, 0.0 ], "metallic": 0.0, "roughness": 0.0, "transparent": false, "occlusionInfo": true, "occlusionScale": 1.0, "normalScale": 1.0, "shaderFamily": "MyFamily.fam" } }
  3. That is odd. I'll try rolling back a few updates for now.
  4. Oh yeah, that would help hey. PineLarge_001.zip
  5. Here's a gif of what I'm getting when resizing the viewports. I can get rid of the black screen if I click in that viewport.
  6. Also, none of the generated textures want to load in the editors texture viewer. They all open externally into GIMP. Only the normals maps load in GIMP, the diffuse maps show the above error.
  7. On a side note the model disappears when using any of the buttons outside of the viewport. Clicking the viewport brings it back.
  8. I didn't realise it didn't convert all of the LOD levels. So upon zooming right in there's problems with the textures alpha.
  9. Just tried this out. It works but doubles up on the texture uri's in the gltf file? Is this intended? "images": [ { "uri": "PineLeaves_DIFF.png" }, { "uri": "PineLeaves_DIFF.dds" }, { "uri": "PineLeaves_NORM.png" }, { "uri": "PineLeaves_NORM.dds" }, { "uri": "PineTrunk_DIFF.png" }, { "uri": "PineTrunk_DIFF.dds" }, { "uri": "PineTrunk_NORM.png" }, { "uri": "PineTrunk_NORM.dds" } ] I also can't load the converted images into GIMP. I know it's a plugin issue, but I've not heard of this format. Just checking it's all good?
  10. I had to change this manually to get it to work. "openFolderPath": "C:/UltraEngine/Projects/New Project"
  11. No matter which project I click in the client it always loads the editor with NewProject. If I remove NewProject from the client and delete the projects contents the editor will load with a blank project.
  12. Yeah that's a good approach. Personally I like the idea of selecting which entities should have fixed visibily, especially for UI. But enlarging the frustrum may have uses too.
  13. Soooo back to my original question. Is possible to turn off frustum culling?
  14. I just figured that if the UI follows the camera then turning culling off would nip the issue it in the bud.
  15. Haven't tested that in a while due to the version mismatch thing but I remember it being a lot better in Release, but still noticeable.
  16. Oh I just have some simple meshes rendering to the UI camera, and I move them about, in and out of view for reasons too complex to explain. I've mentioned before that especially in debug mode the culling is quite slow at the moment. I thought If I could turn off culling for the UI camera it would probably solve the small issue, that's all.
  17. It's for Ultra. Not sure if I'll make it work for Leadwerks yet.
  18. Still churning away at this. Working on the geometry shader at the moment and custom outputs.
  19. Can I turn off culling for a particular camera?
  20. There's bloom.lua in the posteffects folder under the shaders folder in your project. I think you add that to your camera as a post effect. For an emission shader I think you just need to change the shader from diffuse.shader to emission.shader in the material editor. I haven't used Leadwerks in a while though.
  21. A bloom post effect maybe? Or if your talking about the lens of the light you'll need an emission material.
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