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Josh

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Posts posted by Josh

  1. 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

     

  2. 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, texture

    Textures will be passed as a uvec2 bindless handle. The texture will be kept in memory while it is used by a camera.

  3. 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.

    • Like 1
  4. 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.

    • Thanks 1
  5. 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.

    • Upvote 1
  6. 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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