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SpiderPig

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Everything posted by SpiderPig

  1. I'm not sure if I'm setting up the character controller wrong or if it is a bug, but when I set the controller to move in a specific direction, it seems to wander slightly off track. If you compare the character to the lines on the floor model you can tell it's not moving exactly up,down,left or right. I created an example project and have attached it... Keys are W,A,S,D
  2. I copied "NDK Builder.launch" from the template into my project and got a different error... "Errors running builder 'Integrated External Tool Builder' on project 'Test'. The file does not exist for the external tool named NDK Builder." EDIT : @ Josh, Okay
  3. Thanks. Now I am getting this error when I build my project in Eclipse... "Errors running builder 'Integrated External Tool Builder' on project 'Test'. The builder launch configuration could not be found."
  4. I have the same error, except it shows in the editors console window...
  5. Hi, how to set up an object to only detect a collision? I have tried the "trigger" option which works fine until I save it as a prefab and then use the prefab which results in a physical collision...
  6. Hi, I'm getting the following error in lua; 'attempt to index global 'Map' (a nil value). function App:Start() --Set the application title self.title="MyGame" --Create a window self.window=Window:Create(self.title,0,0,1024,768,Window.Titlebar+Window.Center+8) --self.window:HideMouse() --Create the graphics context self.context=Context:Create(self.window,0) if self.context==nil then return false end --Create a world self.world=World:Create() --Load a map return Map:Load("Maps\start.map") end
  7. Do you know of a workaround solution then? Or is it simply "don't use openGL with framework"?
  8. Thanks for that. When looking through the comments I found this link: http://www.leadwerks.com/werkspace/topic/1332-renderframework-in-2-parts/#entry12297 Seems that it's a problem within the actual framework. I wonder if Josh has had any thoughts on the Idea.....
  9. I use OpenGL to render my sprites which work fine with the framework commands except for Godrays and DOF. The process is first initiated by the following code; void Begin(void) { int vPort[4]; glGetIntegerv(GL_VIEWPORT, vPort); // Set the projection glOrtho(0, vPort[2], vPort[3], 0, 1.0, 1000.0);/ // Reset transformation glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glEnableClientState(GL_VERTEX_ARRAY); //glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); } void End(void) { glMatrixMode(GL_MODELVIEW); glPopMatrix(); //glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); glDisable(GL_CULL_FACE); glColor4f(1.0, 1.0, 1.0, 1.0); } I've had this problem for some time time now and I have worked around it by simply not using Godrays or DOF. Can anyone please confirm that the code above is all there? Oh, and I call Begin() right after RenderFramework() too. Thanks
  10. Awesome. What if I wanted to create several square terrains? E.g. for a non realistic game... would I be able to use the in built terrain system or would I have to make individual square terrains as objects and implement my own LOD?
  11. Will Leadwerks (aka. Leadwerks3D) support more than one terrain?
  12. Been busy with study... you'll see more of me in the next few months Four!
  13. You're not the only ones - I too am Australian.
  14. Ahh. I was expecting SSDO, so I didn't try SSAO. Thanks
  15. I read somwhere that if nobody replies within half hour; nobody knows
  16. Looks awesome, thanks for that. I'll give it a try
  17. How to get this as shown in the video here? http://www.leadwerks.com/werkspace/page/videos/_/screen-space-directional-occlusion-r69
  18. I use C++. Thanks for the input. This seems the more likely approach. Rather than wasting processing time on other worlds, buffers and effects. @Naughty Allen; Don't suppose you could give us a little preview of how good it looks?
  19. Looks like I'll be giving this a try then. Does Leadwerks 3D have a better way of doing this? I saw somewhere in the past that Josh was working on motion blur - unless I was imaging things
  20. I've had a look through the tutorial, thanks. What I'd like to do is have the blur effect only on a single object in the world; like the propeller on a plane or the rotor of a helicopter. What would you suggest? Would the best way be too load all my "Motion Blur" objects into a separate world and render this world to the BackBuffer after processing the blur effect? Any help is greatly appreciated.
  21. How would one get Motion Blur working? Is it a shader that works on the whole screen? Or can it be applied to a single object / Material?
  22. It crashed for me straight away A clean install didn't help either....
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