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Josh

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Everything posted by Josh

  1. I have fixed everything except the fullscreen Vulkan error now.
  2. 1.0.2 Eliminated interface / widget circular reference that was keeping unused interface objects in memory.
  3. I think this is basically the idea behind the component approach. I don't think components are ideal for programming, but once you understand that the user who is asking for these usually does not know how to program, and does not want to learn, then it starts to make sense. I think this is why a lot of indie games seem like they are able to support fairly advanced functionality, but then the author can't fix very simple issues. This is probably not ideal, but it is better than the alternative not being able to make anything at all.
  4. 1.0.2 Comboboxes now work in 3D GUIs Animation in asset editor now pauses when menu is open Added stop animation button, button icons are smaller now
  5. The fix is incoming. Example for testing: #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 640, 480, displays[0]); // Create a world auto world = CreateWorld(); // Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create ui camera auto uiCamera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC); uiCamera->SetPosition(float(framebuffer->GetSize().x) * 0.5f, float(framebuffer->GetSize().y) * 0.5f, 0); uiCamera->SetRenderLayers(2); uiCamera->SetClearMode(CLEAR_DEPTH); //Load a font auto font = LoadFont("Fonts/arial.ttf"); //Create user interface auto ui = CreateInterface(world, font, framebuffer->GetSize()); ui->SetRenderLayers(2); auto button = CreateButton("TEST", 20, 20, 400, 30, ui->background); //Create widget auto sz = ui->root->ClientSize(); auto combobox = CreateComboBox((sz.x - 300) / 2, (sz.y - 30) / 2 + 100, 300, 30, ui->root); for (int n = 0; n < 20; ++n) { combobox->AddItem("Item " + String(n), n == 0); } while (true) { const Event ev = WaitEvent(); switch (ev.id) { case EVENT_WIDGETSELECT: Print("Item " + String(ev.data) + " selected"); break; case EVENT_WINDOWCLOSE: return 0; break; default: ui->ProcessEvent(ev); break; } world->Update(); world->Render(framebuffer); } }
  6. 1.0.2 Animation trackbar in asset editor now works correctly.
  7. Josh

    Bullethell

    Made it to wave 10 in @Alienhead's game...
  8. 1.0.2 Fixed loading issues with some glTF models. Added some missing shader combos. Navigation in asset editor is smoother now when animation is playing.
  9. 1.0.2 Animation can now be displayed in the asset editor. The frame trackbar does not update with the animation or control it yet. Fixed an animation rendering pipeline problem A new build of the client is required. Please download it here: https://github.com/UltraEngine/ultraengine.github.io/raw/main/files/UltraClient.exe
  10. Right, because you create a new framebuffer and the variable goes out of scope when the function exits, so it is deleted.
  11. Your program does exactly what I would expect it to. What is not working?
  12. I don't understand what you are trying to do. Changing the framebuffer size is not possible is asynchronous rendering is enabled: https://www.ultraengine.com/learn/AsyncRender?lang=cpp What's wrong with just creating a new framebuffer?
  13. There is no way to transfer an interface from one framebuffer to another. Is it hard to just re-create it? You can put it all in one function and just call that function when the new window is created.
  14. Update is available. I was never able to produce the Vulkan error, but it might not be relevant now. Note that your code will not release the original window unless you do something like this in the main loop: while (PeekEvent()) { WaitEvent(); }
  15. 1.0.2 Fixed window change error Removed Window::SetSize, which wasn't supposed to be there
  16. That could be funny. Do you think the user account you are using maybe can't access the old Documents folder?
  17. If it works as admin but does not otherwise it sounds like a file access problem. Are you doing anything funny with your Documents folder or Windows settings?
  18. Okay I was able to fix the issue. An update will come soon
  19. I found anassert is being triggered and it’s a good thing because it caught a strange situation we don’t want to occur.,,fixing now...
  20. Hold on there...Window::SetSize is not supposed to exist. There’s only SetShape, and it won’t work unless asynchronous rendering is disabled. So there are several different things going on here...
  21. Actually, I take that back. The windowed GUI can have the font weight set (bold). The 3D GUI does not support this.
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