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Posts posted by Josh
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How do I trigger the bug in your program? I tried adding this code right before the main loop but there was no error:
sounds = {} for t=1, 28 do sounds[t] = LoadSound("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Sound/notification.wav", LOAD_UNMANAGED ) end sounds[28]:Play() while window:KeyDown(KEY_ESCAPE) == false and window:Closed() == false do
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Fix is available on standalone build now.
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Ah okay, if you enable alpha discard on a material on an animated model it will display the error.
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Wait, if it is using a fragment shader in a depth pass, it must be using alpha discard...
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- Bug fixes.
- Added Camera::SetUniform, for post-effect parameters.
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I am not able to produce this bug in a new project, using the player robot model, on my Nvidia card.
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I added some code that automatically decompresses the pixmap to another format, resizes it, and compresses it again.
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This will be fixed in the next build. The command is now called Camera::SetUniform, and it accepts the following values:
int, ivec2, ivec3, ivec4, float, vec2, vec2, vec4, textureTextures will be passed as a uvec2 bindless handle. The texture will be kept in memory while it is used by a camera.
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- Map loading from asset browser now supported.
- Added clear button in world settings environment map fields (icon has the wrong path, will be fixed in next update)
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Quote
E.2.1 Deprecated But Still Supported Features The following features are deprecated, but still present in the core profile. They may be removed from a future version of OpenGL, and are removed in a forwardcompatible context implementing the core profile. • Wide lines - LineWidth values greater than 1.0 will generate an INVALID_- VALUE error.
https://registry.khronos.org/OpenGL/specs/gl/glspec46.core.pdf
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This extension automatically converts images to DDS format, taking the best guess at what type of compression to use.
Build 598 or greater is required.
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Yes. Some programs do saving a little differently. They'll do things like write the file somewhere else, and then copy it over once writing is finished, to prevent a file from getting corrupted. Some of these actions can trigger the file system watcher multiple times, and I do my best to prevent it.
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1 minute ago, SpiderPig said:
That frag shader file? Just a text editor.
Which one?
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What program are you editing it in, VSCode?
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The camera cannot render on top of the background, because it has to render to an MSAA texture.
You don't want to use MSAA on GUI cameras for a few reasons.
- Text is already antialiased.
- Edges will become blurry.
There may be other situations where you do want to use multiple cameras with MSAA, but this is probably not one of them.
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I am attaching the last version of my assimp model loader class so you can experiment with it if you want to.
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The PBR shader family gets loaded by default when a new material is created, and when the world is initialize (because it is used as the default shader family for the default material, when no material exists).
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Update is available now which I believe fixes this. I tested on the standalone.
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Okay, building from the engine source works, but from the lib does not. It probably is interfering with assimp...let me do another build without it. (I only updated the editor last time.)
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What example is not working in this example? When I run it, it loads the folder and finds a file called "è¿a¿½½¿µá.txt" in the RU folder.
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I guess just go without whatever format is in use. The fact that nobody understand or even knows what BC7 is probably means it isn't that important in the grand scheme of things. If someone wants BC7, we can do an auto-converter in the editor from an image file.
It would be better to have something simple and reliable that works now than to have something that produces perfect results but breaks easily.
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Yeah, but if we got a static exporter set up, that would cover 95% of use cases.
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15 hours ago, SpiderPig said:
I dare say it's not hard, its just time consuming. The main issue I had was finding out the right stuff to access in blender from python, but google was the answer there. There's also the Leadwerks mdl exporter for blender. Maybe that could be converted to suit this rather than starting again?
I thought you had a working exporter your wrote yourself?
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Unique Sound Count
in Bug Reports
Posted
If I increase the number of sounds I am getting a syntax error in another part of the code...invstigating further...