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vblack

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Posts posted by vblack

  1. Using Acer Windows Mixed Reality (Developer edition).. I've disables the post process already. Since it uses SteamVR/ OpenVR, it shouldn't make a difference ?

    Does the shaders need to be updated ? Are you using single pass rendering or multipass for each eye ?

  2. Reopening this topic. The transparency works now on 4.4 version, however, light probes are not. If I disable the blending mode, it works, else, I lose it. If I use the 'Light' blendmode, the objects appears red

    Here 3 screenshots with a simple scene with light probe

    - Alpha Blend Enabled
    - Light Blend Enabled (objects behind appears red)
    - No Alpha

    I'm trying to achieve a material used for glass panel with reflections from the Light probe.

     

    alpha-enabled.png

    light-enabled.png

    no-alpha.png

  3. On ‎6‎/‎5‎/‎2017 at 11:53 AM, SGB said:

    Was playing with terrain the other day for fun so I put it in the workshop. It's too bad not all the terrain commands are working/exposed to lua.

    " terrainCutter.lua Lowers terrain the size of the model/CSG it's attached to. terrainRemove.lua lowers it when you enter the model's AABB then restores it when not in it's AABB. "

    https://www.leadwerks.com/workshopitem?tags=&queryType=1&fileType=0&fileid=938356115

    The workshop is not working for this page (got 4.3 version). Can you put the script ? I can find the entity "Terrain" as explained, but cannot control it (Hide(), Move() doesn't work)

  4. I'm looking for the equivalent of Quat:LookRotation(forward, up) (create a quaternion from a forward direction and up).

    Maybe transform ? but there are no such thing (not able to specify the up direction).

     

  5. Yes I've read that, but the class doesn't do the loading of LUA file and instancing of for object

    I'm using Interpreter::Push (which is tolua_pushusertype(L, o, o->GetClassNameStr().c_str())

    But my class is for example Class A : public Entity, but my script using Script:<NameSpace> (same format as Leadwerks).

    I need a function from an allocated Entity 

    1) Load 1 Lua file  (Interpreter::ExecuteFile) (Which is using Script::<NameSpace> function).
    2) 'Connect' for each entity  to the loaded lua (I don't want to load 1000 times the same lua code).
    3)  Ability that each entity have its own variable.

     

     

  6. 'm using the C++ SDK and lua for small objects code. I need to create the entities from C++ and later use the bool Entity::CallFunction(const std::string& functionName, Object* extra)

    How to 'bind' on script lua to an entity ? it looks that Interpreter is using tolua++, but I can't figure how to load the .lua properly to the object 

    // Create 100 special entity
    
    std::vector<Entity*> list;
    for (int i = 0; i < 100; i ++) {
    	Entity* entity = new MyEntity();
    	entity->AddToWorldTable(true );
        list.push_back(entity);
     
    }
      
    // Load special script (But not working, object not callable).
    Interpreter::NewTable();
    Interpreter::SetGlobal("Script"); // Must Script. Don't change that, because the script are prefixed with Script:myFunction
    if (Interpreter::ExecuteFile("MyEntity.lua")) {
    	System::Print("Error: Failed to execute script \"" + it + "\".");
    }
      
      
     for (auto&it : list) it->CallFunction("OnSpecialFunction")
                                        

     

     

    Script Lua

     

    function Script:OnSpecialFunction()
       print self
    
    end

     

  7. It would be nice to have a basic Perforce or source control control, or at least a 'function' that it get called when trying to edit a file that is on 'read only'

    It could be in the settings like

    Unlock file : p4 edit $path

    Creating changelist would be nice, but at least a function or a batch that can be called when try to modify a file being locked (read only).

    • Upvote 1
  8. I'm currently writing a test using PBR shader.
    Right now it works, but I'm using pre-calculated environment (irradiance) map.

    I know that an environment is provided with the deferred rendering, but I want to use the texture sampler in the main shader because the calculation for the sampling (importance) is different.

    I would like to know if it is possible to access the sampler (to be bound) when during the 1st pass of the deferred. (for example texture15).

    Thanks;

     

  9. Does the same. In fact, it works in editor mode, but when I switch to game mode, it get red.

    I will ask our artist to prepare a project with the issue, it will be simpler (Tested on nVidia GT 770, does the same on GT 900).

    EDIT: For me, it is a problem with deferred rendering engine and transparency, and what I'm seeing 'red' is one of the G Buffer, I know that transparency and deferred can be tricky something, maybe it is an edge case ?

    • Upvote 1
  10. Thanks, again, it affects mainly the object using environment mapping. It looks that the rendering is doing some multiple passes, and this transparent material is in the 'wrong' pass (should be rendered just before the post processing).

  11. Yes I'm using it in fact (attached), but it doesn't do what I want. I have 'Diffuse' the texture with alpha, also I want to use the texture4 for using for reflection. Also the one used doesn't work with double sided.

    I set

    Blend-mode: Alpha
    Two sided
    Depth Test
    Depth Mask (OFF), assuming the transparent are rendered after the opaque geometry.

    Here the screenshot : The objet behind looks 'red'

    Untitled-1.jpg

  12. I'm trying to create a shader with transparency (like a glass). I set the Material in Alpha (I would expect more type like, choosing Dest and Src Blend), but I notice that the objects behind the transparent door are red, and sort is not correct.

    How to achieve the correct effect ? Is that supported ? Also I need more mode like premultiplied alpha or additive etc..

     

    _Glass.mat

    diffuse+normal+alpha.shader

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