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Posts posted by Admin
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It does now, although it wasn't a bug, just a design decision.
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Please post a sample file that produces the problem.
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Thank you.
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Yeah, the editor is not deleting the original FBX, PNG, BMP, or whatever file.
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I'd be interested in seeing your implementation.
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This is a really good idea for a new example map for us to add.
It might be necessary to add an extra commands to make it easier, like set a texture for a camera to automatically always render to. It's certainly possible right now through the API we have, but if we had an official example I could use that to figure out how to make it *really* easy to set up.
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LuaJIT includes a bunch of projects and some makefiles or .bat files or something for Visual Studio building. My advice is to follow their instructions very carefully and don't try to compile the CPP files yourself:
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Does the example terrain display more than two layers?
I recommend uploading your map and any used textures so we can try it ourselves.
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I think this is clearly an ATI driver bug, but thank you for posting it here, in case someone else experiences the same.
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I prefer something like GWEN (GUI without extravagent nonsense):
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The context parameter is the old way of setting AA, on the context itself. This is bad. The proper way to do it is with the Camera::SetMultisampleMode() command. This will make it so the camera renders to a gbuffer with multisampled textures, one of the new features in OpenGL 4.
Context antialias could still be useful for 2D drawing but you generally do not need it for anything.
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Deferred renderers tend to have an initial performance hit because they are rendering to several large textures. However, they scale a lot better than forward renderers, and can display many more lights after a forward renderer would grind to a halt, because the deferred renderer only has to calculate lighting on the final outputted pixels of the scene. It's normal for the max framerate to be 200-600 with nothing in the scene, but the renderer will be much more capable as the scene gets more complex.
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I suggest posting your map so other people can try it. The AI and Events map shows an elevator with several pieces parented to it, and it works as expected.
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Thank you for including the files, that makes it much easier to investigate.
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I would encourage you to browse the product pages here:
http://www.leadwerks.com/werkspace/page/home?showbanner=0
http://www.leadwerks.com/werkspace/page/features?showbanner=0
If it's not talked about or listed in the feature list, it's most likely not supported.
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It depends on which machine I am on.
There was no code to fix this since I could not produce any problem.
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Sorry, should have mentioned that.
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Check the "Hidden" box in the appearance tab.
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The material needs to use the animated model shader, since vertex skinning is all done on the GPU. Make that change to the material and it will work. In the future, I would like the editor to "guess" this when models are imported.
http://www.leadwerks.com/werkspace/page/documentation/_/user-guide/material-editor-r8
Hardware skinning on the GPU pretty much eliminates the entire cost of performing animation, so you can have more characters onscreen at once with little performance penalty.
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There is an included map and tutorial that demonstrate this:
http://www.leadwerks.com/werkspace/page/tutorials/_/simple-doors-r51
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Here is a tutorial for player movement:
http://www.leadwerks.com/werkspace/page/tutorials/_/adding-an-fps-controller-r52
There is an included map that goes along with it.
The Indie Edition on Steam only supports Lua programming, as described on the store page. An upgrade to the standard edition, which includes C++ programming, will likely be available on Steam when it is ready.
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Only the visible instances will be sent to the shader. So the instance ID is highly variable and can be completely random.
Oooh, fun future feature idea: user-defined uniform buffers so you can store any structure along with an entity instance.
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Easily fixed. Thank you.
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Thank you. This one is relatively low-priority compared to a couple of other issues that are outstanding.
ATI Switchable Graphics
in General Discussion
Posted
For laptops with Intel/ATI switchable graphics, you will need to set an application profile if you want Leadwerks to run on the discrete GPU. You can do this in the ATI Catalyst control center:
It is recommended that you update your graphics drivers for both ATI and Intel.
At this time, ATI does not provide any mechanism for the developer to choose the discrete GPU.