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Posts posted by SpiderPig
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In this video the shadows show the wrong LOD's. You can see at the start of the video that the shadow belongs to a higher LOD of the model then it pops to the billboard shadow.
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Oh okay. Yeah, I get the exact same problem. No errors or anything it's just ignored.
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I was going to see if this happens for me too but I tried your map file and it didn't load for me. I mean it didn't do anything, it's like the editor ignores it. Is it missing assets or are they included in the file? I don't know how the map system works, I don't use them much.
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The attached model has LOD's. If you disable shadows for LOD3, it won't cast shadows if you drag that LOD into the editor by itself, but it will still cast shadows as part of it's parent. In the shot below you can see that LOD3 (a billboard) on the right casts no shadow but half the shadow of the tree on the left has the billboards shadow still.
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If you have a model in the editor and then edit it in the model editor - like toggling it's shadow casting ability - upon saving and closing the model editor it will not update in the editor viewports until you move the viewport with the mouse. Should it update when the editor is closed?
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Drag this model into the editor and click away from it to deselect it. Then try and select it again and it can't be done.
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This shot is from the editor. You can see the shadows are not using the alpha masked shader. Also different sections of the shadow use different LOD levels of the model?
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The attached model is very dark in the model editor. I don't think the materials are wrong as the model appears ok in when dragged into the editor.
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Here's a short video on the unstable FPS I'm seeing.
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Honestly all I needed it for was to get a valid material ID, but after all objects are rendered and before post effects sounds like it'll work to me.
@klepto2 What do you think?
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Yeah I'll take a closer look at those and see what they say.
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No geometry streaming. Everything is static with default shaders.
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I hate to say it, but I'm seeing it a lot slower overall. Actually, it seems 2.5x slower.
These shots are in release. In 0.9.5 I've had to remove the skydome due to some shader errors, and the terrain due to it not texturing. The terrain was replaced with a single plane. So 0.9.5 is doing less work but is a lot slower and the grass don't look as good.
Also in 0.9.5 I've seen the FPS fluctuate between 120 and 60 FPS like a seesaw even when the camera is still.
Scene in 0.9.4:
Same scene in 0.9.5:
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5 hours ago, klepto2 said:
Just my thought. The debug-build was mainly slower because the vulkan validation-layer kicks in and slows everything down. In Leadwerks there was also no difference between debug and release (for simple apps).
That makes sense.
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Maybe a bug - maybe. In this example I see no change in the FPS between debug and release builds. I get a consistent 500 FPS (+/- 10 FPS). I'm seeing this across a few of my smaller projects. I mean, is debug build just that good now or is release slower than it should be? I would've thought there should be at least a small difference being the debugger isn't running in Release - but I've been wrong before.
#include "UltraEngine.h" #include "ComponentSystem.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the display list auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a world auto world = CreateWorld(); world->SetAmbientLight(0); world->RecordStats(); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a camera auto camera = CreateCamera(world); camera->SetFov(70); camera->SetPosition(0, 50, 0); camera->SetRotation(45, 0, 0); camera->SetClearColor(0.125); //Sunlight auto light = CreateDirectionalLight(world); light->SetRotation(45, 35, 0); light->SetColor(2); //Create terrain auto terrain = CreateTerrain(world, 512, 512, 2048); terrain->LoadHeightmap("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Terrain/512.r16"); terrain->SetScale(1, 100, 1); //Create base material auto ground = CreateMaterial(); auto diffusemap = LoadTexture("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/Ground/river_small_rocks_diff_2k.dds"); auto normalmap = LoadTexture("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/Ground/river_small_rocks_nor_gl_2k.dds"); ground->SetTexture(diffusemap, TEXTURE_BASE); ground->SetTexture(normalmap, TEXTURE_NORMAL); terrain->SetMaterial(ground); //Create paint material auto rocks = CreateMaterial(); diffusemap = LoadTexture("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/Ground/Rocks_Dirt_Ground_2k.dds"); normalmap = LoadTexture("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/Ground/Rocks_Dirt_Ground_2k_dot3.dds"); auto dispmap = LoadTexture("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/Ground/Rocks_Dirt_Ground_2k_disp.dds"); rocks->SetTexture(diffusemap, TEXTURE_BASE); rocks->SetTexture(normalmap, TEXTURE_NORMAL); rocks->SetTexture(dispmap, TEXTURE_DISPLACEMENT); int rocklayer = terrain->AddLayer(rocks); //Apply material based on terrain slope for (int x = 0; x < terrain->resolution.x; ++x) { for (int y = 0; y < terrain->resolution.y; ++y) { float slope = terrain->GetSlope(x, y); if (slope > 15.0f) { float wt = Min((slope - 15.0f) / 10.0f, 1.0f); terrain->SetLayerWeight(rocklayer, x, y, wt); } } } //Camera controls //camera->AddComponent<CameraControls>(); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { auto stats = world->renderstats; window->SetText("FPS : " + WString(stats.framerate)); world->Update(); world->Render(framebuffer, false); } return 0; }
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The addition of a small header fixed the problem, thankyou.
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Oh, I get it now. So just anything that Identifiers my binary format.
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Oh okay. What does SPGM stand for?
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I know this is probably not on your list yet, but do you think you'll have render hooks working with OpenGL soon?
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I'm not fully convinced this issue is solved yet.
14 hours ago, SpiderPig said:Thanks. I'm now seeing that "Unknown chunk in model file" is spamming the output window for about 20 seconds before it finally fails to load.
Should it really take 20 seconds before finally failing to load?
5 hours ago, Josh said:No, it just loads data from a stream which may not have any file path associated with it at all.
How then are we to create plugins for new models types, custom or not, if the stream is not looking at the file extension? At what point does LoadModel look to see if a plugin might have the function it needs to load that extension?
If you could please also try this file as it throws an out of bounds error and crashes the program.
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Yes that was the underlying problem. Fixed now.
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6 hours ago, Josh said:
This file mimics the beginning of a Leadwerks MDL file. I added some more checks that prevent the loader from trying to load this as such.
Shouldn't it load the file based on the extension type rather than trying to load data from the file first?
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Thanks. I'm now seeing that "Unknown chunk in model file" is spamming the output window for about 20 seconds before it finally fails to load.
Also the first file in this thread gives a "Seek position out of file bounds error" still.
Can't select model in editor
in Bug Reports
Posted
Hmm, I made sure the "position" button is selected and it doesn't work still.