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Josh

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  1. Josh's post in Wrong depth render with alphamask was marked as the answer   
    Ultra can handle multiple layers of transparency, each with lighting, because it uses a type of forward renderer. In order to allow the engine to sort the surfaces back to front, each surface should be a separate model or limb in a model.
  2. Josh's post in 'Undo' & 'Redo' Not working for CSG was marked as the answer   
    I fixed the undo/redo problem for cut and paste operations, on dev channel
  3. Josh's post in Scene:Load() doesn't Reload entity's children. was marked as the answer   
    Okay, I believe I have this fixed and it will be uploaded in a build tomorrow.
    Note that in your example,. the saved state cannot be reloaded unless it was saved during the same session, because your entities are created in code. Entities do not have a unique identifier unless they are either loaded from a map that specifies their UUID, or upon the first call to GetUuid().
  4. Josh's post in Dropping Models into viewport leads to different initial rotations was marked as the answer   
    The behavior has been changed so this does not happen anymore, in dev channel.
  5. Josh's post in Thumbnails (Material) not generated correctly was marked as the answer   
    Okay, it's fixed now, for real.
  6. Josh's post in CheckBox Labels Clipped was marked as the answer   
    Fixed on dev channel
  7. Josh's post in Renderer fails to initialize when opening project after deleting an old one that was just created was marked as the answer   
    Fixed on dev channel.
  8. Josh's post in Tickboxes True/False text doesn't reflect the tick default if ticked 'true' was marked as the answer   
    Fixed on dev channel
     
  9. Josh's post in Repeated instances of Preview.exe is causing app hang and crash was marked as the answer   
    First reported here:
     
  10. Josh's post in Cannot start Ultra Engine Editor was marked as the answer   
    Try deleting the "C:\ProgramData\Ultra Engine" folder.
  11. Josh's post in Normal Misaligned on Brushes was marked as the answer   
    Fixed on dev branch:
    #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { auto world = CreateWorld(); auto brush = CreateBoxBrush(world, 1, 1, 1); auto pick = world->Pick(Vec3(-2), Vec3(1, 1.5, 2)); Print(String(pick.normal.x) + ", " + String(pick.normal.y) + ", " + String(pick.normal.z)); return 0; }  
  12. Josh's post in Resizing NavMesh crashes Editor was marked as the answer   
    Okay, I updated the dev channel with a build of the editor that uses the calculations from the link above for the parameters and it seems to work. C++ lib and Lua exes are not updated yet, but I think this particular issue is solved.
  13. Josh's post in Ultra Engine Splitscreen / Stereo Vision was marked as the answer   
    There is no 2D rendering in Ultra. There is only cameras with orthographic projection:
    auto orthocamera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC) orthocamera->SetPosition(float(framebuffer->size.x) * 0.5f, float(framebuffer->size.y) * 0.5f, 0); All cameras that render to a texture buffer are drawn first, then other cameras are rendered, in the order they are created.
    You can create a sprite, create a material, get the texture buffer's color texture and apply it to the material, apply the material to the sprite, and place the sprite in front of your final orthographic camera, and that will make the two renders appear onscreen.
    The reason it's done this way is because it gives you a lot of power to do anything you want. Post-processing effects can be applied underneath or on top of 2D graphics. You can add 2D graphics in the background. You can make multiple camera renders appear on screen.
    This method can be used to control which entities are visible to which cameras:
    https://www.ultraengine.com/learn/Entity_SetRenderLayers
    The second example here might be helpful:
    https://www.ultraengine.com/learn/CreateInterface
     
  14. Josh's post in Modifying the collision shape for ThirdPersonControls component was marked as the answer   
    A feature that I add in.
  15. Josh's post in Latest build was marked as the answer   
    Delete the "C:\ProgramData\Ultra Engine" folder and try again.
  16. Josh's post in Document links not working was marked as the answer   
    Thanks, it is fixed:
    https://github.com/UltraEngine/Documentation/blob/master/Lua/Interface.md
    It takes a while for the cached page to update.
  17. Josh's post in Skybox problem was marked as the answer   
    See "Synchronization": https://www.ultraengine.com/learn/projectmanager


  18. Josh's post in Authentication error and missing licence was marked as the answer   
    Easy to fix.

    There is a way I can prevent this from happening in the future I think. It will require some research...
  19. Josh's post in Release compiler miss-match was marked as the answer   
    Make sure "whole program optimization" is disabled in the VS project settings.
  20. Josh's post in Small Typo in the 'Math_.h' Rgba was marked as the answer   
    Thank you, will be fixed in next build that goes up.
  21. Josh's post in Scroll Panel Example? was marked as the answer   
    Parent your widgets to scrollpanel->subpanel.
    Call SetArea to set the size of the entire subpanel.
    The widget will take care of the rest.
  22. Josh's post in UltraEngines graphics was marked as the answer   
    There's an FXAA post-processing effect in the shaders folder:
    https://www.ultraengine.com/learn/Camera_AddPostEffect
    The VR camera is not accessible yet. I want to get the first version out before going into more depth.
  23. Josh's post in Rendering 2 worlds is slow and choppy was marked as the answer   
    I would expect real-time rendering to two framebuffers to be terrible, because the rendering thread has to stop and sync with the culling thread to handle the changed world it is working with.
  24. Josh's post in Sliding was marked as the answer   
    There is a deceleration parameter in the entity player input method.
  25. Josh's post in What Version should I be Seeing was marked as the answer   
    The default channel is 0.9.0, which is a stable build. This means it does not receive updates.
    The dev channel receives updates. This means you always have the today's latest build, but it is possible that errors and breaks could occur. See this comment for instructions how to change the channel you are using:
    Periodically, different stable version releases will be created and added to the channel list. The next stable release will be 0.9.1, which will coincide with the first release on Steam.
    User-created extensions can also add new functionality and interface elements to the editor.
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