All Activity
- Yesterday
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khotan started following Stylized forest
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Yue started following Reflections are not seen when the game is launched.
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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.
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redteaisok joined the community
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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
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I am a NodeJS developer if you need help.
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How to save depth with object rendered with extra camera?
Dreikblack replied to Dreikblack's topic in Programming
Could be then used some shader but with keeping a depth somehow? -
SpiderPig started following Camera::GetMSaa()
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We can set Msaa() but not get the current setting. Can this be added please?
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How to save depth with object rendered with extra camera?
Dreikblack replied to Dreikblack's topic in Programming
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How to save depth with object rendered with extra camera?
Dreikblack replied to Dreikblack's topic in Programming
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. -
How to save depth with object rendered with extra camera?
Josh replied to Dreikblack's topic in Programming
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How to save depth with object rendered with extra camera?
Dreikblack replied to Dreikblack's topic in Programming
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 -
How to save depth with object rendered with extra camera?
Josh replied to Dreikblack's topic in Programming
Place it behind the other objects, and use the renderlayer so it only appears in one camera. -
Josh started following Weekend Workshop #21
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How to save depth with object rendered with extra camera?
Dreikblack replied to Dreikblack's topic in Programming
How it can be done if this camera render to sprite everything that it can see? -
How to save depth with object rendered with extra camera?
Josh replied to Dreikblack's topic in Programming
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. -
How to save depth with object rendered with extra camera?
Josh replied to Dreikblack's topic in Programming
I don't know. -
How to save depth with object rendered with extra camera?
Dreikblack replied to Dreikblack's topic in Programming
Estimated time when such method will be added? -
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.
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Yue started following Sky Box Realism.
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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.
- Last week
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starry joined the community
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Josh started following Weekend Workshop #20
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Barnie5 joined the community
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SpiderPig started following Directional Light can't turn off shadows and Directional Light quality not changing
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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.
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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; }
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ghost9000 joined the community
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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.