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Icare

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Everything posted by Icare

  1. It's working now, we must generated the mipmap. But if someone have something more quickly to do this with out pass by a pixmap. With this we can see in real time the result on the object Local sphere:TMesh = CreateSphere() PositionEntity sphere, [0.0, 0.0, 5.0] Local mat:TMaterial = LoadMaterial("abstract::plastic_green.mat") PaintEntity sphere, mat Local texture:TTexture = mat.GetTexture(0) Local pix:TPixmap = texture.GetPixels(0, 0) For Local I:Int = 0 To pix.Width - 1 For Local Ii:Int = 0 To pix.Height - 1 pix.WritePixel(I, Ii, RGBA(0, 0, 255, 1)) Next Next texture.SetPixels(pix) texture.GenMipMaps()
  2. I transcribe the exemple into blitzmax code, it doesn't show how to write in a texture that is Currently applied to an object, but how to use lw texture and manipulate it with opengl. I would simply put some white dots in a texture that is used on an object. I do not understand what is so complicated to need back through the opengl ...
  3. Thank, but have you got an exemple ?
  4. I found another way to do this, but there is something that I don't understand. I must save my new texture to see it. Look at my code Local sphere:TMesh = CreateSphere() PositionEntity sphere, [0.0, 0.0, 5.0] Local mat:TMaterial = LoadMaterial("abstract::plastic_green.mat") PaintEntity sphere, mat Local texture:TTexture = mat.GetTexture(0) Local pix:TPixmap = texture.GetPixels(0, 0) For Local I:Int = 0 To pix.Width - 1 For Local Ii:Int = 0 To pix.Height - 1 pix.WritePixel(I, Ii, RGBA(0, 0, 255, 1)) Next Next texture.SetPixels(pix) texture.save("c:\nicolasdds.dds")
  5. Hi, I would like to draw into a texture, how can I do ? thank Nicolas
  6. I upload a new one which I hope will correct the problem, I've also added the management of the alpha test ... ADN Material Editor Nicolas
  7. Hi, I tear my hair with the management of alpha on leadwerks and his world of transparency ... I hope that in 3.0 we will return to some more traditional, because it is really crippling the user of this engine. Below is an effect of one of our project with Filax that has been done in blitzbasic ...It's a simple alpha texture + color texture with blend and we translate the color texture to have reactor effect ... How I can do this with leadwerks ? + = Thank Nicolas
  8. I will re-write the GUI management with Hook command. We 're thinking with Filax that come from MAXGUI ... Nicolas
  9. I have an AMD quad core and Seven 64bits too... Have you an Intel processor ?
  10. it's very strange, look at my post above I put a test version
  11. I have a similar case on the machine of Filax, but I do not understand it, because I have no problem on my machine. Can you do : * Restart your computer ands try * it 's alway not ok, download this executable and replace your and.exe : ADN.EXE * Can you tel me what is your operating system ?
  12. You can load texture JPG, TGA etc. ... DNA will convert in DDS format (I use the routine that I found on the forum , sometine on specific texture it doesn't work). There have been some change in the shader pack, for now the alpha version is not compatible with the 2.4. DNA will be updated as our needs Nicolas
  13. Hi, ADN Material editor 1.1 R3 is out ! Bug Fixe: ========== * The extrat parameters were not generated for the parallax shader * The textures were erased when the save destination directory was the same as loading for a material supported shader : * Diffuse * Normal map * Transparency * Alpha test * Refraction * FallOff * Parallax => Real time control of all parameters => Auto DDS conversion in DTX5 Directly load your texture in JPG/ TGA/BMP or DDS News features : * New mouse and keyboard control (zoom and translate whith mouse wheel) * Free camera * Load your own model (multi surface and multi chid supported) * Load material from mesh hierachi * Select surface with right click ( right click to pass in select mode and left click to select the surface, Sometime it doesn't work, I don't why Raycast doesn't return the surface at each time) * Uniform parameters write in the header of material You can download the 1.1 version here ADN Materials editor Enjoy it ...
  14. Hi, Sorry Longer open ... Thank to delete this post Nicolas
  15. I found my happiness ... There is reference member in blitzmax object that gives access to everything... global material=creatematerial() WriteLine file, "color=" + 1.0 / 255.0 * r + "," + 1.0 / 255.0 * g + "," + 1.0 / 255.0 * b + "," + a WriteLine File, "blend=" + material.reference.blendmode WriteLine file, "depthmask=" + material.reference.depthmask WriteLine File, "depthtest=" + material.reference.depthtest WriteLine File, "alphatest=" + material.reference.alphatest WriteLine File, "overlay=" + material.reference.overlay WriteLine file, "zsort=" + material.reference.zsort WriteLine file, "cullface=" + material.reference.cullface WriteLine file, "castshadows=" + material.reference.castshadows WriteLine file, "specular=" + material.reference.specular WriteLine file, "bumpscale=" + material.reference.bumpscale
  16. Hi, I think we've found a bug in release 2.4. with Filax. The ambient light no longer works alone or with a point light. It only works if there is a directionnal light on the scene. Nicolas
  17. It's not just LW that Filax has stressed, it stressed me too for that demo .... I made some very simple changes into the file "mesh.frag" to obtain a brighter specular. This shot gives another dimension to all objects with specular. And what strengthens the HDR effect on chrome As we have totally different configs him in NVIDIA and ATI for me, we see that shader compiler of ATI is much more strict and this whi it's run good Please Josh, two little things, can you found a way to obtain the specular on transparency and refraction objects, and how can we further strengthen the effect of antialiasing Nicolas
  18. I'm disappointed, because in view of the announcement, it was legitimate to believe that was in LW what is the discount price for PureLight, because 500$ to do dynamic radiosity lightmap is too expensive for me...
  19. It is a bit limited, the announcement on the blog may suggest that embedded in 2.4. It is mentioned nowhere that you must acquire PureLight ... The announcement made earlier: Leadwerks 2.4 Engine Will Be out soon, and Will include a brand new feature lighting That Has Never Been Done Before, by any engine " It isn't really true .... Leadwerks will include a pipline to PureLight
  20. You have a tutorial in C/C++ to do this : scaling and rotating UV Nicolas
  21. thank a lot. Nicolas
  22. ok, thank But how I do in blitzmax to retrieve the function pointer ? Nicolas
  23. Hi , Who can explain to me the usefulness of the callback function on the materials. What is that and how they are used? Thank a lot Nicolas
  24. It will not work :-( Nicolas
  25. foreground there isn't foreground layer in the framework only : Main background transparency Nicolas
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