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SpiderPig

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  1. Haven't had time to put together an example yet, but here's a video of the issue and the collider I'm using is attached as well as the .obj it was generated from.  This has been happening since the fix for Mesh Colliders.  Before then this shape didn't work at all.  The video is just a player controller getting stuck inside this collider and when it does collide, it jitters a lot.

     

    Physics.zip

  2. So in the asset editor when browsing for an existing material it will copy the material into the GLTF file and copy textures into the same directory as the GLTF.  I wonder if browsing for an existing material should just store the file path to the material instead.  I would like that better because if I want to change a material parameter for the pine tree, currently I'd have to do it for each model.  I'd rather just change the material file itself once and have it work for everything that uses it.

    Would it be possible to make the GLTF file do this?

  3. I did have all of the tree objects separated into different folders based on size, so when I saved them through the asset editor it copied all the textures over to each folder.  So in that case it would have double ups.  I can solve it by moving everything that shares textures into the same folder but it just means I have 100+ files in one folder.  I just like to organizes things so I can find files easily.

  4. So, I've been thinking.  I have about 10 different pine tree models in GLTF format.  Different sizes and styles etc.  They all use the same base textures, DIFFUSE and NORMAL maps.  My question is if I load all 10 pine trees are 10 unique materials being created?  One for each tree?

  5. I printed to the console the texture format of my pixmap and it said it was 133 but I couldn't find it in the struct - I may be blind...  is it a combo of compression and RGBA or something?

    enum TextureFormat
    	{
    		TEXTURE_FORMAT_UNDEFINED = 0,//VK_FORMAT_UNDEFINED,
    		TEXTURE_RGBA_UINT = 41,//VK_FORMAT_R8G8B8A8_UINT,
    		TEXTURE_RED = 9,//VK_FORMAT_R8_UNORM,
    		TEXTURE_RED_UINT = 13,//VK_FORMAT_R8_UINT,
    		TEXTURE_RG = 16,//VK_FORMAT_R8G8_UNORM,
    		TEXTURE_RGB = 23,//VK_FORMAT_R8G8B8_UNORM,
    		TEXTURE_RGBA = 37,// VK_FORMAT_R8G8B8A8_UNORM,
    		TEXTURE_BGR = 30,//VK_FORMAT_B8G8R8_UNORM,
    		TEXTURE_BGRA = 44,//VK_FORMAT_B8G8R8A8_UNORM,
    		TEXTURE_RGB8 = 23,//TEXTURE_RGB,
    		TEXTURE_RGBA8 = 37,//TEXTURE_RGBA,
    		TEXTURE_BGR8 = 30,//TEXTURE_BGR,
    		TEXTURE_BGRA8 = 44,//TEXTURE_BGRA,
    		TEXTURE_RED16 = 76, //VK_FORMAT_R16_SFLOAT,
    		TEXTURE_R16 = TEXTURE_RED16,//VK_FORMAT_R16_UNORM??????,
    		TEXTURE_RGBA16 = 97,// VK_FORMAT_R16G16B16A16_SFLOAT,
    		TEXTURE_RGBA32 = 109,//VK_FORMAT_R32G32B32A32_SFLOAT,
    		TEXTURE_BC1 = 131,//VK_FORMAT_BC1_RGB_UNORM_BLOCK,
    		TEXTURE_DXT1 = TEXTURE_BC1,
    		TEXTURE_BC3 = 137,//VK_FORMAT_BC3_UNORM_BLOCK,
    		TEXTURE_DXT5 = TEXTURE_BC3,
    		TEXTURE_BC5 = 141,//VK_FORMAT_BC5_UNORM_BLOCK,
    		TEXTURE_BC6H = 143,//VK_FORMAT_BC6H_UFLOAT_BLOCK
    		TEXTURE_BC7 = 145,//VK_FORMAT_BC7_UNORM_BLOCK,
    		TEXTURE_BC4 = 139,//VK_FORMAT_BC4_UNORM_BLOCK
    		TEXTURE_COLOR = -1001,
    		TEXTURE_DEPTH = -1002,
    		TEXTURE_HDR = -1003
    	};

     

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