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SpiderPig

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Posts posted by SpiderPig

  1. 42 minutes ago, klepto2 said:

    So you was able to browse the items while debugging it? or was there just no error but still no treeview available?

    Everything appeared to work when debugging.  The treeview populated and I could browse the assets.

    15 minutes ago, klepto2 said:

    In this file i have changed the loading for the types and catagories to use curl and the inernal Command and LoadTable functions instead of the custom api dll. 

    I don't get the error now and the treeview populates but there are no assets showing and "Unknown exception" is printed in the editors console whenever I click a treeview item.

    Like before, debugging everything works as it should.

  2. 9 hours ago, klepto2 said:

    in main directory: libcurl.dll

    then Modules/PolyHavenApiClient.dll

    and finally: Tools/pbr.exe and all dlls under plugins.

    These were blocked, unblocking them didn't help though.  All the plugins are unblocked already.

    Interestingly debugging through VSCode gave no errors.  It took about 5 seconds to actually load anything but there was no error.  Very odd. :unsure:

  3. I running Visual Studio 22 v17.8.2 and Release will no longer compile.  I have the latest Ultra update.  I tried rolling back VS to before the last update but it only goes back once it seems and then the option to roll back is no longer available.

    What do you suggest here @Josh?  Do we hold off updating VS until you've updated on your end?

    Meme Think GIF

  4. I'm using Ultra as a simulator for a A.I that will eventually be deployed to physical hardware.  I just wanted a few diagnostic screens that represented data in a few real-time 3D viewports.  But I think there are other ways I can achieve similar results.  Multiple 3D windows was just the preferred option.  Ultimately, if a panel could have a texture assigned without being a 3D interface, that would work best.

    9 hours ago, klepto2 said:

    I have tried some approaches, but none of them is satisfying. I have an approach where i share the world between windows, but only create standalone ui_worlds. This is still laggy and i guess as Josh stated comes from the culling thread. For plane ui rendering it should be possible to disable culling on a camera or world at all. This would resolve this issue i think.

    Thanks for giving it a try.  :)

  5. So far the only way I can get something to work is by rendering a camera to a texture buffer, then taking a snapshot of that buffer per frame and setting the resulting pixmap to the panel.  Dreadfully slow, but no extra framebuffer required.  I may have to be satisfied with just one window then.  :(

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