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Josh

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  1. Josh's post in Lasts updates in beta branch reduced peromance a lot in debug was marked as the answer   
    Okay, this was being caused by all the Assert statements I had in the source. Constructing a WString from a const char apparently is pretty slow in debug builds. Once I removed that the change in framerate was more like 4000 -> 3000 in the debug build.
  2. Josh's post in Prefab misses a component was marked as the answer   
    I believe this is fixed now.
  3. Josh's post in Loading custom model format throws error was marked as the answer   
    Typically your file format should start with some sort of identifier like "SPGM" for the first four bytes or so. This is usually how binary file formats are identified.
  4. Josh's post in world->Render prevent render if it was before main loop was marked as the answer   
    A fix for this is available on Steam now.
  5. Josh's post in CreateTerrain Assert Error was marked as the answer   
    139 is TEXTURE_BC4. The engine currently does not account for this format, but I just added this.
     
    The displacement map on the server does not use this format, and when I ran the example this format was never used. However, you might have an old copy of the texture in your local cache that uses BC4, maybe.
    You can delete the folder C:|ProgramData\Ultra Engine\WebCache to force the app to re-download the textures from the server.
  6. Josh's post in Ultra Engine not working so good on AMD GPU was marked as the answer   
    Problem is resolved in 0.9.5, on the beta branch.
  7. Josh's post in EmitEvent increase counter of source object was marked as the answer   
    This makes sense. The button is being stored as part of the emitted event. You can clear the events in the main loop to get rid of them like this:
    //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { while (PeekEvent()) WaitEvent();// Clears event queue if (window->KeyDown(KEY_SPACE)) { Print(int(btn.use_count())); EmitEvent(EVENT_DATA, btn); Print(int(btn.use_count())); } world->Update(); world->Render(framebuffer); }  
  8. Josh's post in Grid does not show up on new project/new map was marked as the answer   
    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.
  9. Josh's post in EVENT_STARTRENDERER no longer gets emitted. was marked as the answer   
    Fixed. You may see more than one of these events emitted in the current build, but at least one will be.
  10. Josh's post in Window recreating causes Asset failed error was marked as the answer   
    Is the reported issue solved now?
  11. Josh's post in Failed to compile shader PBR_Masked.frag was marked as the answer   
    Thanks, this is correct on the standalone, will be in next Steam build later today.
  12. Josh's post in Question about of creating game template in open source ? was marked as the answer   
    Hey, there is no problem with this at all, as long as you are not uploading the engine header files or library files. It sounds interesting!
  13. Josh's post in TEXTURE_RED missing was marked as the answer   
    Use TEXTURE_LUMINANCE. It will give you a grayscale image with alpha 1.0, using a single color channel.
  14. Josh's post in Editor in lua project open Save As window when i click Run or Debug Game was marked as the answer   
    Is the map saved with a name? If not it will open the dialog so you can select a name to save the map as.
  15. Josh's post in 1 View port crash was marked as the answer   
    The single-viewport issue is fixed in 0.9.5. I am not sure if the map loading issue is still active. Please try to avoid mixing different issues together in the same thread, thanks.
  16. Josh's post in Camera: realtime rendering even with SetRealtime(false) was marked as the answer   
    Fixed.
    Note that camera->Render() just ensures the camera renders once during the next world render. Calling camera->Render() twice in succession will not make the camera render for two frames.
  17. Josh's post in Face Selection tool not working? was marked as the answer   
    Fixed in 0.9.5.
  18. Josh's post in Post-processing effects show black screen first two frames was marked as the answer   
    Fixed in 0.9.5, or may be a Windows compositor issue.
    I found what works best is do a render before showing the window, show the window, then do one more render.
  19. Josh's post in Loading non existent shader family was marked as the answer   
    Fixed.
  20. Josh's post in 3D interface issues was marked as the answer   
    Try this:
    auto texbuffer = CreateTextureBuffer(256, 256, 1, true, 0); This will tell the engine to create a non-MSAA texture. MSAA textures are a different sampler type and cannot be read by the default shaders, so if you do render to texture, you should specify 0 for the number of samples.
    This is actually a situation where AMD pulled an Nvidia. On AMD, it just works, even though that behavior is not conformant with the OpenGL spec, which I believe would say the behavior in this situation is "undefined". So AMD deals with the error by hiding it, while Nvidia displays the bad behavior. Usually it's the other way around.
  21. Josh's post in (UrgentIssue) Materials cannot be set was marked as the answer   
    I can't view those links without signing into Discord in the browser.
    Are you dragging the material into a viewport in the main window, or in the asset editor?
    You can assign a material in the asset editor interface by selecting the mesh, then below that there is a drop-down box you can use to browse for a material file.
  22. Josh's post in how to access Map Components? was marked as the answer   
    It's best to just keep all your code for that camera within the component itself, which is located in Source/Components/Player/.
    However, when you load a map, the returned object has a list of top-level entities you can iterate through. You can check to see what components are attached to the entity, cast them to the appropriate class, and access all their members that way.
    You can also use the Entity::SetTag and World::GetTaggedEntities methods to easily keep track of things.
  23. Josh's post in UltraEngine.h not found was marked as the answer   
    The engine should have asked if it could create an environment variable with the path to Ultra Engine in it. Please check to make sure this exists.
    https://docs.oracle.com/en/database/oracle/machine-learning/oml4r/1.5.1/oread/administrative-tasks-oracle-machine-learning-r.html#GUID-DD6F9982-60D5-48F6-8270-A27EC53807D0
  24. Josh's post in Process Closed event? was marked as the answer   
    I would probably create a timer and then use an event listener to check the process status every 200 milliseconds or so.
  25. Josh's post in Interface GetWindow() return no window was marked as the answer   
    Interfaces that are used in 3D graphics do not have a window to return, since they were not created on any window.
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