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  3. The barbarian model works perfectly if I load it in Unwrap3D and re-export it as a glTF: Technically, this is a problem in my software, but inclusion of this "feature" was the dumbest possible move Khronos could have made.
  4. Josh

    Node.js

    I actually did get it working pretty easily. You just install node.js and then start using the windows Command prompt to run commands. Thanks for your offer anyways
  5. IceBurger

    Node.js

    I am a NodeJS developer if you need help.
  6. Could be then used some shader but with keeping a depth somehow?
  7. We can set Msaa() but not get the current setting. Can this be added please?
  8. But it will be visible for main camera as well because second camera render target to sprite that visible in final render so skybox will be visible in a result at all, not just for second camera.
  9. How it can be behind other objects if it should be in front of the camera? Thats what i do for my intended objects and this camera does SetRenderTarget so everything is visible in this layer in final render
  10. Place it behind the other objects, and use the renderlayer so it only appears in one camera.
  11. How it can be done if this camera render to sprite everything that it can see?
  12. You could also put a very large black plane in front of the camera to block to sky out, and make it only appear in the second camera.
  13. 0.9.6 Some glTF animations will work better now in the model editor. I am looking for a tool to reset the bind poses. Bind poses are one of the stupidest "features" I have ever seen in any model format.
  14. 5 downloads

    CC Attribution Yue
  15. Josh

    Node.js

    Does anyone have experience with node.js? I am interested in trying this tool on some glTF files: https://gltf-transform.dev/modules/functions/functions/flatten I have never worked with this before and learning for the first time seems like a big investment for something that probably won't work.
  16. Yesterday
  17. These functions don't appear to have any effect on the shadows. I set them to 0 and nothing changes. light->SetShadowCascadeDistance(0); light->SetShadowSamples(0); But I don't know exactly what they should do... I want to reduce the shadow distance / quality somehow as a graphics option in game.
  18. This code won't stop the light from casting shadows. #include "Engine.h" #include "ComponentSystem.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { auto displays = GetDisplays(); auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); auto world = CreateWorld(); auto framebuffer = CreateFramebuffer(window); auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetFov(70); camera->SetPosition(0, 10, -5); camera->AddComponent<CameraControls>(); auto light = CreateDirectionalLight(world); light->SetRotation(35, 45, 0); light->SetShadows(false); auto floor = CreatePlane(world, 100, 100); auto cube = CreateBox(world); cube->Move(0, 2, 0); camera->SetPosition(0.0f, 2.0f, -3.0f); while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; }
  19. Your signature says 16 GB is that correct? This is caused by either not enough memory, or memory fragmentation. There's probably not much I can do about it.
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