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Posts posted by SpiderPig
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Yeah that looks pretty neat. Good job guys!
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I had no issues on my pc with lag or walls vanishing. But yeah, lots of brushes probably would slow it done eventually. Performance improving is an art form in itself.
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Nice stuff Yue. Looking forward to seeing gameplay unfold!
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Can tessellation be performed on a mesh made of points or does it only work for triangles and quads? I'm thinking of creating more points around an input point based on camera distance and then passing those points to the geometry shader.
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A few years ago I switched to Dark Mode in nearly everything screen related. After a bit of eye trouble the last six months I've switched back to light mode for a bit and have found it actually feels like less strain on my eyes. I always thought that the lower light levels were better for your eyes, but I've found that darker words on a white background are easier to ready than white words on a dark background. Now it might be because I'm getting old, but it got me thinking if dark mode might not be all its cracked up to be. Has anyone any thoughts on this? I'm just curious.
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Confirming it's fixed.
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Some of my shader families have the extension .fam and when loading the material it will fail to load the shader family because it's appending .json to the end. Can it be made so that if the extension is specified it doesn't append .json to the end?
Error: Failed to read file "C:/UltraEngine/Projects/TheSeventhWorld/Shaders/Materials/MyFamily.fam.json"
Material:
{ "material": { "version": 100, "color": [ 1.0, 1.0, 1.0, 1.0 ], "emission": [ 0.0, 0.0, 0.0 ], "metallic": 0.0, "roughness": 0.0, "transparent": false, "occlusionInfo": true, "occlusionScale": 1.0, "normalScale": 1.0, "shaderFamily": "MyFamily.fam" } }
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That is odd. I'll try rolling back a few updates for now.
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Oh yeah, that would help hey.
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Here's a gif of what I'm getting when resizing the viewports. I can get rid of the black screen if I click in that viewport.
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Also, none of the generated textures want to load in the editors texture viewer. They all open externally into GIMP. Only the normals maps load in GIMP, the diffuse maps show the above error.
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On a side note the model disappears when using any of the buttons outside of the viewport. Clicking the viewport brings it back.
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Just tried this out. It works but doubles up on the texture uri's in the gltf file? Is this intended?
"images": [ { "uri": "PineLeaves_DIFF.png" }, { "uri": "PineLeaves_DIFF.dds" }, { "uri": "PineLeaves_NORM.png" }, { "uri": "PineLeaves_NORM.dds" }, { "uri": "PineTrunk_DIFF.png" }, { "uri": "PineTrunk_DIFF.dds" }, { "uri": "PineTrunk_NORM.png" }, { "uri": "PineTrunk_NORM.dds" } ]
I also can't load the converted images into GIMP. I know it's a plugin issue, but I've not heard of this format. Just checking it's all good?
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I had to change this manually to get it to work.
"openFolderPath": "C:/UltraEngine/Projects/New Project"
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Have you managed to solve this yet?
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Yeah that's a good approach. Personally I like the idea of selecting which entities should have fixed visibily, especially for UI. But enlarging the frustrum may have uses too.
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Soooo back to my original question. Is possible to turn off frustum culling?
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Nice! 😁
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I just figured that if the UI follows the camera then turning culling off would nip the issue it in the bud.
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Haven't tested that in a while due to the version mismatch thing but I remember it being a lot better in Release, but still noticeable.
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Oh I just have some simple meshes rendering to the UI camera, and I move them about, in and out of view for reasons too complex to explain. I've mentioned before that especially in debug mode the culling is quite slow at the moment. I thought If I could turn off culling for the UI camera it would probably solve the small issue, that's all.
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It's for Ultra. Not sure if I'll make it work for Leadwerks yet.
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Tessellation on Points?
in Programming
Posted
I've never worked with tessellation before, I'll just use triangles instead of points.