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norbert

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Everything posted by norbert

  1. How do I access the camera in C++ when loading the map start.ultra? The hang is created in the ThirdPersonControls component and attached to the players. Is there a command for this or is it just a roundabout way? Kind regards, Norbert
  2. Hello, I have just installed the UltraEngine. After creating a project, I open the test.sln in the editor. It starts Visual Studio 2022. When I now want to test the program I get the error message > Error (active) E1696 The file "Source" cannot be opened: "UltraEngine.h". Is anyone able to help me? Thanks Norbert
  3. Thank you. Very bad. as even in openb3d and minib3d has that opportunity. well the model is outside the maximum range camera. norbert
  4. hi, it is possible to force render a model thats out of camera range ? i use c++.. thanks norbert
  5. Hello, if i use the point function and context->Sync(false) the memory usage increases continuously. As an example, we take the sample code: The only change is the (context->Sync(false)) #include "App.h" using namespace Leadwerks; App::App() : window(NULL), context(NULL), world(NULL), camera(NULL) {} App::~App() { delete world; delete window; } Entity* entity1 = NULL; Entity* entity2 = NULL; bool App::Start() { window = Window::Create(); context = Context::Create(window); world = World::Create(); camera = Camera::Create(); camera->Move(0,1,-3); Light* light = DirectionalLight::Create(); light->SetRotation(35,35,0); //Create a model entity1 = Model::Box(); entity1->SetColor(0.0,0.0,1.0); entity1->SetRotation(0,-90,0); //Create another model to point at the one that goes in circles entity2 = Model::Box(); entity2->SetColor(0.0,1.0,0.0); entity2->SetPosition(0,0,2); return true; } bool App::Loop() { if (window->Closed() || window->KeyDown(Key::Escape)) return false; //Make the model move in a circle entity1->Turn(0,Time::GetSpeed()*0.5,0); entity1->Move(0,0,0.1); //Point this at the moving box when the space key is pressed if (window->KeyDown(Key::Space)) { entity2->Point(entity1,2,Time::GetSpeed()*0.1); } Time::Update(); world->Update(); world->Render(); context->Sync(false); return true; }
  6. norbert

    Windows 10?

    hi, with the latest video card drivers from ATI, I have now no more problems with Leadwerks. for now. (windows 10)
  7. norbert

    Windows 10?

    hi, Do not install Windows 10 if you have an ATI. Today I updated to Windows 10 and now the models are gone. ATI Driver bug ?
  8. Same Problem on ATI R9 270x. had the beta drivers installed on Windows 7 and everything was ok. Now today I updated to Windows 10 and now the models are gone. because there is only one driver for Windows 10.
  9. Hi, System::Print(Filesystem::GetFileSize("steam_appid.txt")); return always 0; System::Print(FileSystem::GetFileType("steam_appid.txt")); but return 1 by GetFileType so the file is still there ? have the problem with each file. it's a bug? or my mistake? working under Windows. 7 and c++. Does anyone have the same problem? thanks norbert
  10. So the problem was solved .... I think .... Changes in vertex shader: // My Code vec3 lightVec2 = normalize(LightPos-vec3(modelvertexposition)); mat3 normalMatrix = transpose(inverse(mat3(entitymatrix_))); vec3 Normal2 = normalMatrix * vertex_normal; Light_Intensity = max(dot(Normal2, lightVec2), 0.0)*10;
  11. Hello There, I want to let light a sphere with a virtual light. For that I have adapted a shader. But the problem is that the beam moved on the sphere. maybe could give me yes explain what I'm doing wrong someone. thank Norbert https://youtu.be/ZujlT_cdUTY i copy and change the standart default.shader changes in Vertex Shader: top: out float Light_Intensity; const vec3 LightPos = vec3(-100,0,0); main: vec3 ecPosition = vec3(modelvertexposition); vec3 tnorm = normalize(nmat* vertex_normal); vec3 lightVec2 = normalize(LightPos-ecPosition); Light_Intensity = max(dot(lightVec2, tnorm), 0.0); changes in Fragment Shader: top: in float Light_Intensity; main: fragData0 = outcolor * Light_Intensity; // My Code fragData2 = vec4(vec3(fragData0),materialflags/255.0); // leuchten lassen Complett Shader #version 400 #define MAX_INSTANCES 256 //Uniforms //uniform mat4 entitymatrix; uniform vec4 materialcolordiffuse; uniform mat4 projectioncameramatrix; uniform mat4 camerainversematrix; uniform instancematrices { mat4 matrix[MAX_INSTANCES];} entity; uniform vec4 clipplane0 = vec4(0.0); //Attributes in vec3 vertex_position; in vec4 vertex_color; in vec3 vertex_normal; in vec3 vertex_binormal; in vec3 vertex_tangent; in vec2 vertex_texcoords0; //Outputs //out vec4 ex_color; out float ex_selectionstate; //out vec3 ex_VertexCameraPosition; //out vec3 ex_normal; //out vec2 ex_texcoords0; //Tessellation out vec4 vPosition; out vec2 vTexCoords0; out vec3 vNormal; out vec3 vBinormal; out vec3 vTangent; out vec4 vColor; out float clipdistance0; // My out float Light_Intensity; const vec3 LightPos = vec3(-100,0,0); void main() { mat4 entitymatrix = entity.matrix[gl_InstanceID]; mat4 entitymatrix_=entitymatrix; entitymatrix_[0][3]=0.0; entitymatrix_[1][3]=0.0; entitymatrix_[2][3]=0.0; entitymatrix_[3][3]=1.0; vColor=vec4(entitymatrix[0][3],entitymatrix[1][3],entitymatrix[2][3],entitymatrix[3][3]); vec4 modelvertexposition = entitymatrix_ * vec4(vertex_position,1.0); //ex_VertexCameraPosition = vec3(camerainversematrix * modelvertexposition); //Clip planes if (length(clipplane0.xyz)>0.0001) { clipdistance0 = modelvertexposition.x*clipplane0.x + modelvertexposition.y*clipplane0.y + modelvertexposition.z*clipplane0.z + clipplane0.w; } else { clipdistance0 = 0.0; } vPosition = modelvertexposition; gl_Position = projectioncameramatrix * vPosition; mat3 nmat = mat3(camerainversematrix[0].xyz,camerainversematrix[1].xyz,camerainversematrix[2].xyz);//39 nmat = nmat * mat3(entitymatrix[0].xyz,entitymatrix[1].xyz,entitymatrix[2].xyz);//40 vNormal = normalize(nmat * vertex_normal); vBinormal = normalize(nmat * vertex_binormal); vTangent = normalize(nmat * vertex_tangent); vTexCoords0 = vertex_texcoords0; vColor = vec4(entitymatrix[0][3],entitymatrix[1][3],entitymatrix[2][3],entitymatrix[3][3]); vColor *= vec4(1.0-vertex_color.r,1.0-vertex_color.g,1.0-vertex_color.b,vertex_color.a) * materialcolordiffuse; // My Code vec3 ecPosition = vec3(modelvertexposition); vec3 tnorm = normalize(nmat* vertex_normal); vec3 lightVec2 = normalize(LightPos-ecPosition); Light_Intensity = max(dot(lightVec2, tnorm), 0.0); } #version 400 #define BFN_ENABLED 1 //Uniforms uniform int lightingmode; uniform vec2 buffersize; uniform vec2 camerarange; uniform float camerazoom; uniform vec4 materialcolorspecular; uniform vec4 lighting_ambient; uniform samplerCube texture15; //Inputs in float ex_selectionstate; in vec2 vTexCoords0; in vec3 vNormal; in vec3 vBinormal; in vec3 vTangent; in vec4 vColor; in float clipdistance0; //Outputs out vec4 fragData0; out vec4 fragData1; out vec4 fragData2; out vec4 fragData3; // My in float Light_Intensity; void main(void) { //Clip plane discard if (clipdistance0>0.0) discard; vec4 outcolor = vColor; fragData0 = outcolor * Light_Intensity; // My Code vec3 normal=vNormal; #if BFN_ENABLED==1 //Best-fit normals fragData1 = texture(texture15,normalize(vec3(normal.x,-normal.y,normal.z))); fragData1.a = fragData0.a; #else //Low-res normals fragData1 = vec4(normalize(normal)*0.5+0.5,fragData0.a); #endif fragData1.a = materialcolorspecular.r * 0.299 + materialcolorspecular.g * 0.587 + materialcolorspecular.b * 0.114; //int materialflags=1; //if (ex_selectionstate>0.0) materialflags += 2; //fragData2 = vec4(0.0,0.0,0.0,materialflags/255.0); int materialflags=1; if (ex_selectionstate>0.0) materialflags += 2; //fragData2 = vec4(0.0,0.0,0.0,materialflags/255.0); fragData2 = vec4(vec3(fragData0),materialflags/255.0); // leuchten lassen }
  12. hello, i buy on steam the SciFi Interior Construction Kit. how can i access the Example scenes to demonstrate usage and provide ideas? mfg norbert
  13. Hello Admin, the commands math.sqrt() or Math.sqrt() are unknown to the editor. and the text not glow blue. greeting Norbert
  14. Hello, when i call the command sqrt in lua script this error message is displayed: calling ´sqrt´ on bad self (number expected, got table) local test test = math:sqrt(2) System:Print(test) greeting norbert
  15. Hi Rick, you can do so if I have understood the question correctly. local planet planet = Prefab:Load("Prefabs/BlueFrozen/Planeten/Planet1.pfb") planet.script.Prefabs = "Prefabs/BlueFrozen/Planeten/Planet1.pfb" System:Print(planet.script.Prefabs) greeting norbert
  16. hi, ok the error is gone.think that was my mistake. in my script i write a comment -- Änderung gegenüber altem code (1 -1) I change to -- aenderung gegenueber altem code (1 -1) now everything is ok again. greeting norbert
  17. Hello, in debuger mode I get an error message. there is something of drive f in it. but I have no drive f whenever I click on ignore 4 with the mouse it goes on normally. jemmand has an idea? greeting norbert
  18. Hello Georjack, 1. You can save and load your game state. you must write your own loader with this commands --> http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/stream/ 2. Yes you can create a simple gui by use the context commads--> http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/context/ 3. A Exe is included but the lua code ist not encrypted and everyone can read it. I have read but I think that this may soon be encrypted with leadwerks. if not you can use MoleBox indeed. 4 and 5, I can not help you. greeting norbert
  19. Hi Dude, I would like generating a second world. with a camera from the second world I want to render in the skybox from the first world. greeting norbert
  20. hi shadmar, I want to draw in the skybox cubemap in realtime. when i draw to position 0,0 self.context:DrawImage(self.sample,0,0) the green texture is visible but on other coordinates it has no effect. greeting norbert
  21. I would like to draw a image in the skybox cubemap. But has only a effect when i draw the image at position 0,0 all others has no effect. in function App:Start() iam create the skybox --Create skybox sky = Model:Create() --just render a plane and project cubemap onto it local surface = sky:AddSurface() surface:AddVertex(-0.5,-0.5,0, 0,0,-1) surface:AddVertex(0.5,-0.5,0, 0,0,-1) surface:AddVertex(0.5,0.5,0, 0,0,-1) surface:AddVertex(-0.5,0.5,0, 0,0,-1) surface:AddTriangle(2,1,0) surface:AddTriangle(0,3,2) --position in front of camera but far out to near camera clip plane sky:SetPosition(self.FPS_CAM:GetPosition()) sky:SetRotation(self.FPS_CAM:GetRotation()) sky:Move(0,0,self.FPS_CAM:GetRange().y-50) sky:SetScale(self.FPS_CAM:GetRange().y*10) sky:SetParent(self.FPS_CAM) -- and paint it skymat=Material:Load("Materials/Sky/myskybox1.mat") sky:SetMaterial(skymat) self.skytexture = skymat:GetTexture() self.FPSbuffer = Buffer:Create(2048,1536,1,0,0) self.FPSbuffer:SetColorTexture(self.skytexture) in function App:Loop() self.FPSbuffer:Enable() self.FPSbuffer:Clear() self.context:DrawImage(self.sample,0,0) self.FPSbuffer:Disable() there is an extra command to sign in a cubemap? have seen there is also an extra shader. Shaders \ Drawing \ drawimagecubemap.shader greeting norbert
  22. I've heard its needed to import dlls to lua script. greeting norbert
  23. Hi, Is there a tutorial for installing LuaJIT for leadwerks 3.1 indie edition? I have download and install the latest version of MinGW and i have downlad LuaJIT-2.0.2 when i try to build with the command "mingw32-make" comes the following error: does anyone have an idea what I'm doing wrong? greeting norbert
  24. and if the player wants to make later settings? quality for the light? greeting norbert
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