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Everything posted by Josh
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Okay, it was just a missing shader combo.
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The reason for this has something to do with the camera depth prepass, which indicates a problem with the depth shader...
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Posteffects are multiplied by rearranging them in the editor
Josh replied to klepto2's topic in Bug Reports
This will be fixed in a build later today. -
I am going to leave this "unsolved" until we decide what to do with this.
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As for the font rendering, I need to modify the way the font texture works...
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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.
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Okay, I just had to make a small change to the way the zip file names are evaluated.
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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.
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Yes, I believe this is what I was asking for.
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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.
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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
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0.9.5 Standalone build is updated.
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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++) { }
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0.9.5 Updated the pro version on Steam to fix zip archive bug.
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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; }
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I do not see this on my AMD 6600, but it does seem sort of familiar...
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That is some very strong banding that does not look like shadow maps.
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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.
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Can't build after last update in beta steam branch
Josh replied to Dreikblack's topic in Bug Reports
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.
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Can't build after last update in beta steam branch
Josh replied to Dreikblack's topic in Bug Reports
Here is something I found: https://developercommunity.visualstudio.com/t/cannot-build-after-vs-update-link-error/1348830#T-N1349621 I checked and the libzip static lib indeed is using the /GL switch. Let me try recompiling this and maybe that will solve your issue. -
Can't build after last update in beta steam branch
Josh replied to Dreikblack's topic in Bug Reports
Is it possible to update VS to the latest? Or is 17.6.4 a typo? -
Can't build after last update in beta steam branch
Josh replied to Dreikblack's topic in Bug Reports
A new project compiled correctly for me, with VS 17.9.0, in both debug and release mode. I am updating to 17.9.4 now...