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Pleca started following Error: Surface drawn with no active shader.
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It's working! My bad sorry.
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0.9.6 Imposter lighting corrected. I also made some corrections to how the imposter images are generated, so I recommend recreating these. Make sure you delete the old imposter mesh and LOD from the model hierarchy before creating a new one.
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Error: Surface drawn with no active shader.
Josh replied to CJO Games's topic in Leadwerks Engine Bug Reports
Very likely! -
Alienhead started following Prefabs dragged
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ErhanK started following UpdatePhysics() is not called.
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Hi. In Actor class, useupdatephysics bool is true, but UpdatePhysics() function is not called.
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Error: Surface drawn with no active shader.
CJO Games replied to CJO Games's topic in Leadwerks Engine Bug Reports
I wonder if this is the isue: Loading shader "C:/Users/Administrator/Documents/Leadwerks/Projects/ALonelyOrbit/Shaders/Lighting/directionallight.shader"... Failed to link shader. -
Andy90 started following Model Prefabs get culled wrong
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For some reasons the model prefabs get culled wrong. https://streamable.com/u6a83p Create an Prefab with an Model and place it into the scene.
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Josh started following Error: Surface drawn with no active shader.
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Error: Surface drawn with no active shader.
Josh replied to CJO Games's topic in Leadwerks Engine Bug Reports
Maybe there is a shader compile error earlier in the log? -
CJO Games started following Error: Surface drawn with no active shader.
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Error: Surface drawn with no active shader.
CJO Games posted a topic in Leadwerks Engine Bug Reports
Since the recent AMD driver update I have been getting this error with any Leadwerks install (fresh or existing). Steps to reproduce start Leadwerks game engine -> wait for it to load -> error is immediately evident on an empty map. See the screenshot below for more. -
Josh started following TablePlusPlus Loading and saving
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bool SaveTable(table& t, const WString& path) { std::string s = t.to_json(); auto stream = WriteFile(path); if (stream == NULL) return false; stream->WriteString(s, false); return true; }
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hvsnild started following Manging Texture Resolution in Game
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Np, i hope it will be fixed sooner now. Can't make a maps for my game without normally working prefabs.
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DoNotDisturb joined the community
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SpiderPig started following Imposter Lighting
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Oh sorry for the duplicate. We probably should continue on that topic.
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Sounds as an issue that i met before
- Yesterday
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Helenshosy joined the community
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How would I save a table without it saving like below? "{\n\t\"Console\": 112,\n\t\"Fullscreen\": 122,\n\t\"InGameControls\":\n\t{\n\t\t\"Crouch\": 17,\n\t\t\"Jump\": 32,\n\t\t\"MoveBackward\": 83,\n\t\t\"MoveForward\": 87,\n\t\t\"MoveLeft\": 65,\n\t\t\"MoveRight\": 68,\n\t\t\"QuickSpin\": 81,\n\t\t\"Use\": 69,\n\t\t\"ZoomIn\": 257,\n\t\t\"ZoomOut\": 258,\n\t\t\"axes\":\n\t\t{\n\t\t\t\"Camera\": 0\n\t\t},\n\t\t\"mousecursor\": 0\n\t},\n\t\"Pause\": 27,\n\t\"Quick Load\": 117,\n\t\"Quick Save\": 116,\n\t\"Screenshot\": 113,\n\t\"Terminate\": 35,\n\t\"mousecursor\": 1\n}"
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Load this in the XFORM project. Open the prefab and pay attention to the texture coordinates. Then make a new map and place the prefab exactly at the origin and notice the texture offset. testarea.zip
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Do you still have your source code? Also, some applications such as Samsung's Disk Magician can prevent Leadwerks from launching in fullscreen from my experience.
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hvsnild joined the community
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CharlesReupt joined the community
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Is there a way to disable any dependency for UI from DPI scale and stuff? Even if i create app initionally on 2nd screen with 100% scale it's still have wrong offset if 1st had 125%. ui->SetScale(1.0f); does not help
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0.9.6 Added an example of a custom shader family and shader. I tried to make it as simple as possible, with one input and one output structure in which all parameters are stored. The files in "Shaders/Custom" are an example of what any node-based shader editor should output.