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Posts posted by norbert
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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
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Thank you.
Very bad. as even in openb3d and minib3d has that opportunity. well the model is outside the maximum range camera.
norbert
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hi,
it is possible to force render a model thats out of camera range ? i use c++..
thanks
norbert
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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; }
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hi,
with the latest video card drivers from ATI, I have now no more problems with Leadwerks. for now. (windows 10)
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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 ?
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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.
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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
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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;
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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 }
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thanks for the info.
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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
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Hello Admin,
the commands math.sqrt() or Math.sqrt() are unknown to the editor. and the text not glow blue.
greeting Norbert
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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
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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
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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
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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
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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
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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
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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
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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
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I've heard its needed to import dlls to lua script.
greeting norbert
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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
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and if the player wants to make later settings? quality for the light?
greeting norbert
how to access Map Components?
in Programming
Posted
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