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Josh

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  1. Weird. Holding the space key will continuously generate new key hits because it's a different window each time. I have verified that the system is working correctly and DestroyWindow(hwnd) is actually being called on the old windows. It's indicating error ERROR_ACCESS_DENIED, but I am sure the function is being called from the main thread...
  2. Here is that story I was talking about with Starfield: https://www.hardwaretimes.com/amd-helped-bethesda-fix-starfield-resulting-in-better-radeon-performance-dlss-wasnt-blocked-report/
  3. That may be the next step. Let's pick it back up tomorrow or later this week.
  4. 0.9.5 is available on the beta branch. The reported issue is likely resolved now but I can't verify it since I never saw it on any of my machines.
  5. Okay, that is indeed a separate bug but it's pretty small, and can be avoided by setting one height value anywhere in the terrain.
  6. 0.9.5 Bug fixes, see forum for exact details.
  7. No problems on my Nvidia 1080. New build is available.
  8. Okay, I added some more error checking, so either the texture ID is invalid or it can't be turned into a bindless texture handle. Only you will be able to tell.
  9. Okay, I am adding some more debugging messages...
  10. Yes, that is what I needed. Please install GPU caps viewer: https://www.ozone3d.net/gpu_caps_viewer/ Check and see if your card support the GL_ARB_bindless_texture extension.
  11. Does VS show you what file the error is occurring in? It's not good for me to have a bunch of asserts with no clear error messages.
  12. Okay, I found the cause. New build incoming today.
  13. I don't get any error.
  14. Okay, please try it now and see if it says any other information.
  15. 0.9.5 Some bug fixes. Terrain shader small fix. Added some more debugging info to Assert statements.
  16. What GPU is this using? Is this on the integrated graphics?
  17. It just says "Assert failed"? I am adding a bunch more messages to the assert statements. Normally these are cases that should never be hit.
  18. Thanks, this is correct on the standalone, will be in next Steam build later today.
  19. In my current build this code is working correctly. Please let me know if you have problems after today's update. Two things to remember: A window with a framebuffer will not be deleted until after two calls to World::Render with a different framebuffer, because it has to make a round-trip to the rendering thread and back to delete the window's graphics context before the window is deleted. You don't have this problem in your code, but remember to clear out events to prevent windows from being stuck in memory. #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); shared_ptr<Window> window; shared_ptr<Framebuffer> framebuffer; shared_ptr<World> menuWold; //Create a window window = CreateWindow("Ultra Engine", 0, 0, 800, 600, displays[0], WINDOW_TITLEBAR); //Create a world menuWold = CreateWorld(); //Create a framebuffer framebuffer = CreateFramebuffer(window); //Create light auto light = CreateBoxLight(menuWold); light->SetRange(-10, 10); light->SetRotation(15, 15, 0); light->SetColor(2); //Create camera auto camera = CreateCamera(menuWold); camera->SetClearColor(0.125); camera->SetPosition(0, 0, -3); camera->SetFov(70); //Create scenery auto box = CreateBox(menuWold); int x = 0; //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { while (PeekEvent()) WaitEvent(); if (window->KeyHit(KEY_SPACE)) { x += 100; window = CreateWindow("Ultra Engine", x, x, 800, 600, displays[0], WINDOW_TITLEBAR); framebuffer = CreateFramebuffer(window); } menuWold->Update(); menuWold->Render(framebuffer); } return 0; }
  20. New rendering backend is up and running. 3-9-24.zip
  21. Use TEXTURE_LUMINANCE. It will give you a grayscale image with alpha 1.0, using a single color channel.
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