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Blog Comments posted by Josh
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gui->ProcessEvent() will send the event to the appropriate widget it effects. Those widgets may then emit an event for the widget action, which can be detected in the main event handling code like in your example above.
So mouse and key events get send into the GUI and then may result in new events being generated.
The reason it is done this way is it gives you precise control over the raw input, so you can do a 3D in-game GUI and control how the mouse events work.
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On 1/12/2020 at 5:17 PM, Ma-Shell said:
I suppose, texcam will be rendered every frame, just like the normal camera. Would there be an option to render the camera only on demand? Like some sort of photograph? Or with a lower frequency for performance optimization?
Here is what I came up with:
void Camera::SetRealTime(const bool realtimemode) void Camera::Refresh()
Refresh will cause a non-realtime camera to render once before it is disabled automatically, until the next refresh.
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That is actually something I will have to figure out for the editor, too.
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21 minutes ago, Ma-Shell said:
I suppose, texcam will be rendered every frame, just like the normal camera. Would there be an option to render the camera only on demand? Like some sort of photograph? Or with a lower frequency for performance optimization?
Hide the camera and it won’t render. There isn’t strict synchronization of the rendering and main threads so I am not sure how you would make sure it just rendered one single frame. Something to think about.
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I will take a look!
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9 hours ago, CyberpunkFan said:
I was there. I wished I had known about the displays showing example of Leadwerks projects. There was a ton of VR stuff this year.
I'm curious, what company are you involved with?
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10 hours ago, CyberpunkFan said:
Will there be an opportunity for early access purchase in order to get involved in the beta test?
What I may do is offer an "SDK" product that consists of just a C++ programming API before the editor is released. That could be out as soon as April 2020.
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On 12/12/2019 at 7:11 PM, Lethal Raptor Games said:
How do these handle geometry shaders?
A geometry shader can be added in the definition.
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The brutal but no-BS design of Vulkan is influencing me.
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The code above is the widget script, which you don't have to touch. Usage to create a tabbed panel would be like this:
local tabber = CreateWidget(parent,"",0,0,400,300) tabber:SetScript("Scripts/GUI/tabber.lua") tabber:AddItem("Item 1", true) tabber:AddItem("Item 2") tabber:AddItem("Item 3")
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I used this to spiffy up the banner image in my profile, which was originally a 1024x768 screenshot:
https://www.leadwerks.com/community/profile/1-josh/ -
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This one is really incredible:
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8 hours ago, reepblue said:
I see your really focused on the GUI now. I'm taking that as you want to get started with the new editor; which I will not stop you. ?
I'm trying to make the engine feature-complete ASAP because there are companies that want to use it in VR projects right now.
The beta testers really help make this possible!
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No but now is a good time to implement this. Smart pointers make this much much easier.
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3 hours ago, reepblue said:
Good. But now I need to find a new name for my class. ?
GameSpeaker?
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5 minutes ago, reepblue said:
Maybe you can modify EmitSound to have a parameter so it'll do the copying of the Speaker for you. IDK I recall that "feature" making me upset using Leadwerks as I didn't expect it to auto release my objects
That's the wonderful thing about smart pointers, problems like this go away.
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I am also adding a Speaker::Copy() command for you.
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"Speaker" is definitely a better name for the class than "Source". I'm taking that.
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It's also good for VR.
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Although looking at their discussion, I would NOT use this for cascaded shadow mapping. The near stage will have far fewer objects in view than the further ones, and the extra geometry would have a much bigger impact than the savings of multiview rendering.
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26 minutes ago, Ma-Shell said:
Are you using some fancy new technology like MVR or one of its predecessors for the single pass point-lights? If so, have you also evaluated, what happens on older GPUs?
Yes, it is core in Vulkan 1.1, with a minimum of six passes supported.
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It also seems like the startup speed is much much faster now. I figured out that vkCreateInstance() and the vkGetExtensions() command (I can't remember the name right now) each take about one second, and the startup time total is about two seconds and you're in the game.
If you were loading a larger scene that took more time to load, you could kick off the rendering thread by calling World::Render() immediately after it is created, before the scene is loaded. This would cause the Vulkan initialization to be processed on the rendering thread while the scene is loading on the main thread. This would save the ~2 seconds of rendering initialization time, because it seems like the rest is pretty much instantaneous.
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5 hours ago, Genebris said:
Very nice! But why is FPS so low?
I think the screen recorder locks it at 60.
Sprite Layers and the GUI
in Development Blog
A blog by Josh in General
Posted
Just call GetEvent to retrieve the next event in the queue. If it is a mouse or hey event you can pass it straight to the GUI processEvent method.