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  1. Today
  2. 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.
  3. 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
  4. Place it behind the other objects, and use the renderlayer so it only appears in one camera.
  5. How it can be done if this camera render to sprite everything that it can see?
  6. 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.
  7. 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.
  8. 3 downloads

    CC Attribution Yue
  9. 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.
  10. Yesterday
  11. 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.
  12. 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; }
  13. 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.
  14. 0.9.6 Improved support for legacy MDL file format exported from Unwrap3D.
  15. Or user name uses non-latin symbols
  16. I have error "vector subscript out of range" now with SetUniform (Steam, beta branch)
  17. Windows 10. GTX 1070 8 Gigas VRAM. CPU I7 2600 24 Ram.
  18. @Yue and I have been discussing on discord about why my game does not load packages on his PC. On my PC and several others who have run my game it works as it should. The game states that it is loading the package then it will crash. This occurs for both password protected and non password protected zip files. Writing an example for this is extremely hard as It's only happening on his PC. The only thing that we can see what is different is that his Windows PC is in Spanish. Could that be effecting something? @Yue Can you please post your system specs here for Josh?
  19. Oh, I see. The fog is turning the sprite color black, and then that gets overlaid on top of the screen, right? I did not have any of these problems in my outline shader because I just used the depth buffer to decide whether the output should be white or black. But you are passing through the color buffer so that is more complicated. Maybe the only way is a per-camera setting to disable the skybox if it has been set.
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