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About Alex88

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  1. Sorry Josh, but I can't say this too. But I have found a workaround. When I start steam with the following command: MESA_GL_VERSION_OVERRIDE=4.3COMPAT steam steam show the correct OpenGL Version under 'Help' -> 'System Information' and Leadwerks do a great job even with mesa 13.0.2.
  2. Hello together, I have the same problem with the open source mesa driver and my AMD R9 380. Of course the graphic card support OpenGL 4.5 (at the moment with Mesa 13.0.2 only OpenGL 4.3) and even Vulkan but I think Leadwerks check the wrong version string on linux. In mesa the OpenGL version string will always be version 3.0 but the OpenGL core profile version string which is the point of matter is version 4.3. So Leadwerks think the graphic card only support OpenGL 3.0 (what is wrong) and try to start the experimental OpenGL 3.0 fallback what doesn't work. The best solution is that Josh change the OpenGL version string check to OpenGL core profile version string on linux or the second solution is to override the environment variable OpenGL version string. glxinfo | grep OpenGL output: OpenGL vendor string: X.Org OpenGL renderer string: Gallium 0.4 on AMD TONGA (DRM 3.3.0 / 4.8.15-1-MANJARO, LLVM 3.9.0) OpenGL core profile version string: 4.3 (Core Profile) Mesa 13.0.2 OpenGL core profile shading language version string: 4.30 OpenGL core profile context flags: (none) OpenGL core profile profile mask: core profile OpenGL core profile extensions: OpenGL version string: 3.0 Mesa 13.0.2 OpenGL shading language version string: 1.30 OpenGL context flags: (none) OpenGL extensions: OpenGL ES profile version string: OpenGL ES 3.1 Mesa 13.0.2 OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.10 OpenGL ES profile extensions: Leadwerks.log output: Initializing OpenGL4 graphics driver... OpenGL version 300 GLSL version 130 Device: Gallium 0.4 on AMD TONGA (DRM 3.3.0 / 4.8.15-1-MANJARO, LLVM 3.9.0) Warning: Running in experimental OpenGL 3.0 fallback for Intel graphics. Error: OpenGL4 graphics driver is not supported.
  3. Ahh ... this is the missing detail! Now it works. Thank you very much!
  4. I have downloaded the example from the "bug report" and tried it, but I have still the problem, if I use the PhysicsSetRotation line, nothing happens. If I use the SetRotation line it works, but there is the ball bug. In the example you use an fbx floor and need to add a brush physics shape, but in my project I already use brushes for the playground.
  5. Exactly, I tried your code but if I use the PhysicsSetRotation line, nothing happens. If I try the SetRotation line, it works, but there is still the bug with the ball.
  6. Hmm okay, this sounds bad. I will try your code tomorrow.
  7. I tried with "Swept collision" but the problem is still there. Here is my lua script: window = Window:GetCurrent() rotation = Vec3(0.0, 0.0, 0.0) rotationAngle = 8.0 pressAnyKey = false function Script:UpdateWorld() rotation = self.entity:GetRotation() --Time:Delay(1) if window:KeyDown(Key.W) and rotation.x < rotationAngle then pressAnyKey = true self.entity:Turn(1 * Time:GetSpeed(), 0, 0) elseif window:KeyDown(Key.S) and rotation.x > -rotationAngle then pressAnyKey = true self.entity:Turn(-1 * Time:GetSpeed(), 0, 0) else pressAnyKey = false end if window:KeyDown(Key.A) and rotation.z < rotationAngle then pressAnyKey = true self.entity:Turn(0, 0, 1 * Time:GetSpeed()) elseif window:KeyDown(Key.D) and rotation.z > -rotationAngle then pressAnyKey = true self.entity:Turn(0, 0, -1 * Time:GetSpeed()) else pressAnyKey = false end end I tried with PhysicsSetRotation but I don't get it to work. If I try it, my playground doesn't do anything. Here it is. It is just a simple ball created in Blender without any uv mapping. The playground is made from primitives. Ball.zip
  8. Hello together, I'm still working on my "roll the ball" game and it's going forward, but now I have a problem with my ball. As long as the ball is rolling, everything works fine, but when the ball is reaching a corner or the playgound is absolutly straight, the collision detection and the physic calculation are going off. I don't use any script for my ball, just the following physic settings: Any ideas?
  9. This is exactly what I have done already. If I attached my lua script to the pivot, nothing rotates. Here is my lua script: function Script:UpdateWorld() self.entity:Turn(1 * Time:GetSpeed(), 0, 0, true) end Hehe, you are absolutely right. It is frustrating to not be able to do such a simple stuff. So did I found a bug in Leadwerks? Because I was too lazy for the UV mapping. This really works! I don't know why, but it works! Can you explain it to me?
  10. This was my first idea too and I saved it as a prefab, but unfortunately it doesn't work as expected.
  11. Hello together, is it possible to make a playground from primitives in just "one big object"? I have created a prefab and attached a lua script to rotate the playground, but unfortunately it only rotate one box.
  12. Buy the Leadwerks 3.1 Update ... check :-)

  13. New graphic card with OpenGL 4.2 but still PCIe 2.1 ... check

    1. Alex88


      Linux Mint with KDE ... check, ATI driver for Linux ... check, Code::Blocks 12.11 ... check, Blender 2.69 ... check, AudaCity 2.0.5 ... check, refresh my C++ skills ... check, I think Leadwerks 3.1 can come. ;-)

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