Jump to content

SpiderPig

Members
  • Posts

    2,285
  • Joined

  • Last visited

Everything posted by SpiderPig

  1. Is this the correct way to get the lights index? auto light = CreateDirectionalLight(world); light->GetIndex(); And would I compare that value to lightIndex here in PBR/Lighting.glsl? lightIndex = ReadLightGridValue(uint(lightlistpos));
  2. It was thought for real-time recasting of terrain shadows. Currently I disable all lighting for where there are shadows from the directional light. But I'd like to disable the light only for the specific light source so I can get multiple shadows from multiple lights. This way a point light could light up an area that is in shadow for a directional light.
  3. I know what I would do 😁 Make some grass that covers the terrain. That'd be a good start.
  4. This appears to be identified and solved with this bug here. At lest in debug mode. Will test release mode soon.
  5. Looking forward to this being integrated into Ultra. Do you think there is much involved in added it in?
  6. Discord for AdvancedProjectManager ProjectManager.zip I made this for Leadwerks years ago and have begun getting it ready for Ultra. Currently it's designed for exporting your projects so that they're ready to share. It can zip files and / or folders, it can encrypt and password protect them. It can also manager the upload process to Steam. It just needs your username, password, APP ID and DEPOT ID and it will upload it for you. Things to do; Bug Fixes Advanced management of project updating First thing to do is set the path to Ultra Engine and the path to your projects. Screenshot
  7. Would it be possible disable shadows for a single light in the fragment shader, with some shader manipulation?
  8. While putting together an example I have found something; When the trees trunks are white, the FPS is stable. When they are black, the FPS is a sine wave going from 90FPS to 280FPS and back and forth. It's hit and miss which one I get, obviously there are missing shaders and I think something it's not being set correctly by default upon engine load. It's interesting how the terrain is black also, I have not assigned any material to this terrain.
  9. I don't think this is the same issue as I've already posted about. In this video the shadows seem to pop in sometimes as well as having sharp transition depending on what angle the camera approaches / backs away from the model. In this project I've only copied the entire "Shaders" folder from the latest update. PineTree.zip
  10. My pine tree can be selected in the editor now. I was wondering though, I can only select the model if pickmode is true in the material settings. Is it possible to ignore this setting within the editor? I mean, some models I don't want as pickable within my game but within the editor I'd expect everything to be selectable regardless of that setting. I understand if it can't, just thought I'd ask.
  11. I'll test this with the latest update as what I'm seeing / describing might be related to the other shadow bug.
  12. What about models with two meshes. Do they both need shadows enabled or just one?
  13. The first image in this thread shows LOD3 with no shadows on the right because I disabled them for that model. What I'm trying to say is, should the shadow option in the material properties be removed if its a "per model feature" and not a "per material feature"?
  14. That's what I thought, but the shadow casting is a material property isn't it? Shouldn't shadows be per mesh then? 🤔
  15. I'm slowly narrowing this down. I have conducted tests with the individual models and I am seeing 2x the performance I was in 0.9.4. Maybe 0.9.5 is showing up a bug in my code that wasn't noticeable before.
  16. I'm working on an example for you.
  17. Hmm, I made sure the "position" button is selected and it doesn't work still.
  18. 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. https://www.youtube.com/watch?v=b486UD5LaJA
  19. Oh okay. Yeah, I get the exact same problem. No errors or anything it's just ignored.
  20. 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.
  21. 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.
  22. 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?
  23. 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. PineLeaves_DIFF.zip
  24. 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?
×
×
  • Create New...