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smishra

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  1. I ended up doing a custom post filter after rendering using built in postfilter. Textures 9 and 10 seem to work for passing textures from the Lua program to custom shader. SetBuffer(opticsBuffer) fw:Render() SetBuffer(BackBuffer()) SaveBuffer(opticsBuffer,"ob.jpg",85) filter_nvg = LoadShader("abstract::nvg.vert", "abstract::nvg.frag") SetShader(filter_nvg) BindTexture(GetColorBuffer(opticsBuffer,0), 9)
  2. Thanks for your suggestions. Right now, approach 1, replacing a couple of unused postfilter effects with custom effects seems the path of least resistance. However it is a hack. In some scenes the designer may want to use the effects that I have overwrriten. We use a few of the built in post filter effects, so replacing the entire shaders.pak will not be effective. In approach 3, is there an easy way to access the CurrentBuffer() in the shader. I tried getting the current buffer in Lua and binding it, but got an Exception error. In the long term, making the Framewerk more flex
  3. I had earlier created post filter effects in BlitzMax by modifying the Framework Renderer and they work great. I have since got hooked onto the editor and the ability to run the environment directly in the editor. This is of great help to the scene designers. In order to design good scenes which employ custom post filter effects, we need to be able to run the post filter effects from the editor. Is it possible to add custom post filter effects using lua. The Framework is now compiled into the engine. If there ware 2-3 slots available for custom shaders and custom filters it would be gr
  4. Thanks. I will look at dropbox. Lumooja, I was also thinking of subversion. Any pros and cons of subversion versus git. In contrast to normal code sync issues the files are mostly binary and often quite large. Since my clients are already familiar with subversion, I am going to set up a subversion repository and have the clients use Tortoise SVN.
  5. We are doing a limited internal release of a Leadwerks 2.4 based application. The first version is out and was a download of about 450MB in the form of a compressed zip file of the entire folder of assets and the application executable. Of course we have made changes and want to distribute an updated copy of the application. What is the best way to do this in a more or less fool proof way? Ideally we would like to make frequent changes in response to their requests. The users are all over the country. The most fool proof way would be to make another 450MB upload of the latest an
  6. One way may be to perform two queries 1. fast, simple query to eliminate impossible objects where x_any_object - x_ref > range and z_any_object - z_ref > range The results of this can be stored in a temporary, in memory table and then used to run the second query 2. Of the smaller set of objects that are left perform ((x_any_object - x_ref) * (x_any_object - x_ref) + (z_any_object - z_ref) * (z_any_object - z_ref)) < range * range A custom, hand optimized implementation of data structures and implementation will always be faster than something bui
  7. It is designed in US but manufactured in China, as far as I know.
  8. The link does not seem to work. Has the file been moved? Thanks Sanjay
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