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JKnife

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About JKnife

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  • Birthday 10/09/1987

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  1. I want z-sorted images, the default glass material was to quickly show the issue
  2. Does anyone know how to work with Z-Sorted materials in VR? This is the VR sample with the default glass material applied to the box. If I go into the material and disable Z-Sort it renders correctly.
  3. Does PayPal take care of the export restrictions?
  4. I think the Intel Gigabit CT(a sub 30 USD card) works As for the multiarch lib change, Ubuntu 12.04 actually had a lot of ground work done with a full migration on the user facing stuff with 12.10 and grater. https://help.ubuntu.com/community/MultiArch
  5. The problem with a loading screen is(in the past I have tried to do it with C++), the map load call back doesn't give you all the required info like the number of entities it needs to load, and I have found it skips some entities. The docs around this are sparse. I have not tried this in LUA. For peoples sake I will look at creating one in LUA and see how it goes. I'll poke at it tonight.
  6. The GUI stuff isn't really for HUD items but more for menus(or at least it was that way when I was last messing with it)
  7. So while playing with this some more it seems that VS2017 can only do debug builds due to a bug on how it defines CMAKE_BUILD_TYPE. EDIT: Found a work around. Under the "cmake->change cmake settings" menu click any option and replace the file with this: { // See https://go.microsoft.com//fwlink//?linkid=834763 for more information about this file. "configurations": [ { "name": "x86-Debug", "generator": "Visual Studio 15 2017", "configurationType" : "Debug", "buildRoot": "${env.LOCALAPPDATA}\\CMakeBuild\\${workspaceHash}\\build\\${name}", "cma
  8. With VS2017 supporting CMake files, and my none love for Code::Blocks I have written a CMake file that works on both Linux and Windows.(I have not tested the $ENV{HOME} yet, I had that hard coded). There is one issue I know of where VS2017 does not seem to obey the CMAKE_RUNTIME_OUTPUT_DIRECTORY line and puts the binaries in a folder called Debug or Release in side your project directoy. You can safely move them out to the top level. cmake_minimum_required (VERSION 2.8.11) project (Demo) if (CMAKE_SYSTEM_NAME STREQUAL "Linux") set(LEADWERKS_PATH "$ENV{HOME}/.steam/steam/steamapps/c
  9. I have a steam copy and a none steam copy. I like using the none steam version because of reasons.
  10. Will 3.3 ever get a non-steam release?
  11. Hey, I have a 5.5TB partition(raid: /dev/md124p1 5.5T 168G 5.3T 3% /home) which when I try to start leadwerks from it, be it the updater or the actual engine it spits out an error about unable to create file or directory. I worked around this by creating /opt/Leadwerks/{Engine,Projects} and bind mounting them there I expect them to be(~/Applications/Leadwerks and ~/Documents/Leadwerks) and that works just fine.
  12. I was err on the side of caution. Since it is 2 different bugs on 2 different OSes.
  13. Bug threads created here: http://www.leadwerks.com/werkspace/topic/10605-windows-keymbutton-wrong-value/ http://www.leadwerks.com/werkspace/topic/10606-linux-leadwerkskeyrmbutton-wrong-values/
  14. In X11 the mouse buttons are 1 for left mouse button, 2 for middle mouse button, 3 for right mouse button. As it stand Leadwerks::Key has RButton defined as 2 and MButton defined as 4. See http://www.leadwerks.com/werkspace/topic/10589-leadwerkskeyrbutton-and-leadwerkskeymbutton-are-set-to-the-wrong-values/
  15. As per http://www.leadwerks.com/werkspace/topic/10589-leadwerkskeyrbutton-and-leadwerkskeymbutton-are-set-to-the-wrong-values/ Leadwerks::Key::MButton is defined as 4 when on Windows it should be 3.
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