-
Posts
23,145 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Posts posted by Josh
-
-
-
It appears the effect is not working in the editor and is causing errors to be printed...
- 1
-
In the editor or in a C++ program?
-
Okay, it was just a missing shader combo.
- 1
-
-
This will be fixed in a build later today.
-
It just needed a matrix update to be forced for some reason, to update the sprite entity showing the icon. This is fixed for the next build.
-
I am going to leave this "unsolved" until we decide what to do with this.
-
As for the font rendering, I need to modify the way the font texture works...
-
It's normal that a plugin cannot be loaded from a zip archive, because under the hood this is using the Win32 function LoadLibrary. There may be a win32 function to load a library from memory, but I have not confirmed whether there the equivalent functions for Mac and Linux exist.
-
Okay, I just had to make a small change to the way the zip file names are evaluated.
-
I think the next step is to work this library into a standard Ultra C++ project so we can all test different files and see how well it works.
-
55 minutes ago, Andy90 said:
This is interesting. I dont know this. Maybe its possible with this to load files from a server.
Yes, I believe this is what I was asking for.
-
0.9.5
Everything updated, on Steam and standalone, this sorts out the terrain problem. Nothing had to be programmed, I just had to make sure all the executables, libraries, and shaders were really up to date.
- 1
-
It doesn't appear the library supports loading files from memory, if the model consists of more than one file, like external textures, or in the case of glTF, an external binary file. I asked about it here but have not received a response yet:
https://github.com/assimp/assimp/issues/5511 -
0.9.5
Standalone build is updated.
- 2
-
I am starting to investigate the assimp library. Posting some code to come back to when I am ready to continue:
Assimp::Importer importer; auto d = CurrentDir(); auto path = d.ToUtf8String() + "/Models/xxxxxxxxx.gltf"; const aiScene* scene = importer.ReadFile(path, 0); if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) { // Error handling if the file fails to load return -1; } auto node = scene->mRootNode; auto name = node->mName; // Process meshes attached to the current node (if any) for (unsigned int i = 0; i < node->mNumMeshes; i++) { aiMesh* mesh = scene->mMeshes[node->mMeshes[i]]; // Process the mesh as needed } // Recursively process child nodes for (unsigned int i = 0; i < node->mNumChildren; i++) { }
- 2
-
0.9.5
- Updated the pro version on Steam to fix zip archive bug.
- 2
- 1
-
Ah, I see. Right now you can just add a call to FileType() and it will trigger a rebuild of the archive directory structure. I will have a build up this morning that doesn't require this:
#include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { auto package = LoadPackage("Data.zip"); if (package == nullptr) { Notify("No Package Found"); } package->FileType(""); auto font = LoadFont("Fonts\\ZippedArial.ttf"); if (not font) Notify("No Font Found"); return 0; }
- 1
-
I do not see this on my AMD 6600, but it does seem sort of familiar...
-
That is some very strong banding that does not look like shadow maps.
- 1
-
0.9.5
- Update to solve the duplicate components when entities are copied in editor bug.
- If you have any compiling problems, updating VS will solve it. I think I solved it regardless, but will hold off until tomorrow to upload another update.
- 1
- 1
-
Now we will never know if my fix worked!
But I think it probably will.
-
I don't know. I prefer the subscription model and would love to have a recurring revenue stream independent from Steam, but people often have a set way of doing things so I can't be too pushy with incentives.
- 1
Face settings brokes in prefab
in Bug Reports
Posted
Let's test with this:
test.rar