isidisi
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Posts posted by isidisi
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It works fine in 2.32R6.
Ok thanks... :-)
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How to delete previously set user data on an entity?
if I do:
SetEntityUserData(entity, NULL);
or
SetEntityUserData(entity);
an exception is thrown.
I'm using Leadwerks Engine 2.28.
Thanks
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How do you export from 3ds max? I tried to export simple spher via my exporter and via fbx and all works fine. All mapping is correct(it looks like yours) and in the engine it shows correctly. Maybe the texture is the problem?
I tried with your plugin and other texture and all works fine thanks a lot
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I guess it's because of distance between verts
1 unit = 1 cm, the verts are really far apart
1 unit = 1 metre. the verts are quite close together
U and V are values between 0 and 1. So larger triangles (or quads), with the 1 unit = 1 cm scale, equals less accuracy with the floating point. I guess that has something to do with it.
I don't thisk this, if all is scaled the result must be the same, except if in Leadwerks something is supposed to work with lower coordinates...
But ok... knowing that normal use is working in meters I'll do this... in meters all works ok... but it would be nice an explanantion from Leadwerks programmers about this behavior (for my curiosity)...
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I don't have a 'world size'. the world is as big as it needs to be. The objects placed in it are built to the 1 unit : 25 cm scale. And camera ranges are: near: 0.01 (2.5 mm) far: 3000 (750 metres).
10000 units long, is it an MMO type game? A world that large is better built like a jigsaw puzzle, and only show each pice of the world when you are within (for example) 300 units of the middle of that piece.
10000 units long is no because is a long world, is because I used cm as unit and have a model (train) of 100meters (= 10000cm = 10000units)... But using meter as units all works ok (100m = 100units). It's only that I wanted to know and understand why Leadwerks is scale dependent...
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If the artifacs appear on the train it might be "shadow acne" + quality of shadows are scaling over distance (for FPS) which can be visible.
zFar and zNear (camera) values have to be usable for with your scene too e.g. worldSettings.
As a 2.28 developer you should absolutely skim through the "old" forum at forum.leadwerks.com and download/read this one :
http://leadwerks.com/files/Deferred_Rendering_in_Leadwerks_Engine.pdf
hth
But quality of shadow are scaling over distance has sense if the distance is measuring from lights, not from origin of coordinates, isn't true? And i'm moving my light with the camera along the train...
I scaled near and far distance in camera in the same scale as the model...
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[offtopic]
In my language "isidisi" means "easygoing" - yet, you keep wetting yourself.
Here is my straight personal view !
Iam a very bad guesser.
I cant say what kind of experiments you are trying and for what reason.
Plus you are a 2.0SDK user - there possibly where bugs no_one remembers.
[/offtopic]
So let this be my last guess on you newbees.
The modelscale should be choosen relative to the world and/or terrain size.
It might be not wise to (over)scale lights nor to intersect pointlight volumes. -> choose a midway.
The key here is renderpasses per pixel ( if its the same for a deferred renderer ) e.g. guessing.
At least provide your system specs so one can exclude driver issues.
I'm sorry, I'm developing using 2.28 version of the library.
My system specs are:
Windows XP SP3
CPU Core 2 Quad Q8200 2.33GHz
4GB RAM
Graphics Card: NVidia GForce 9500 GT.
My model is a train and is the only model on the scene, there's no terrain, all the scene is composed by the train, a camera and a light.
The train is about 100meters long. With the model exported in meters all is ok. With the model exported in cm (10000 units) artifacs appear far away of the origin of the coordenates.
The light is child of the camera so as I move the camera along the train it lights the zone near to the camera. Because of this is a strange thing I see artifacts far away of origin of coordenates, not far away of light...
If I move my model I see that the zone near origin always is renderend ok, artifacts only appear at the geometry further from origin of coordinates...
Mumbles, with your critery of 1 unit = 25cm, what's the bigger world you have created? My world is 10000 units long, must be this is the problem?
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Is necessary to have any consideration about the size of the world in dimensions?
Because I have noticed that if I create a world with a model in it (dimensions near 10), and later I create a world with the same model scaled * 1000 (dimensions near 10000) and lights with theirs range scaled * 1000, and all coordinates scaled * 1000, the result seems not to be the same...
In the world scaled * 1000 I notice some light artifacts similar to z-fightings, and in the small world all is rendering nice. These artifacts doesn't start near origin, only as I go far in distance from it...
I did the test of moving the model so the parts that were far from origin now are near origin. Then this parts are rendered ok. It seems that objects far away from origin is not lighting ok...
Is there a model scale Leadwerks is designed to work properly, or a maximum value for object coordinates?
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The picture I showed you is uu3d on the top which shows the UV map, and the bottom is the sphere in the leadwerks editor. And yes, it looks fine all the way around it. Why can you not show your UV map? What you are showing in your picture looks like stretched UVs on those particular faces.
Ok I attached an image of the UV map, is the default map that 3dStudio max sets to a default sphere. I see my UV map extends all UV coordinate range, and yours no...
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it looks like bad UV mapping. Do you know what the UV map for your sphere even looks like?
I just created a sphere with UU3D, and it worked just fine...
But have you rendered with Leadwerks and see it around its 360º? My sphere looks nice in 3d studio max, too
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I cannot say without being able to try it myself with the model/texture/mat files. But honestly it just looks like poor UV mapping. Can you post a picture of what your UV map looks like?
It's a standard sphere with standard mapping exported to .gmf from 3dStudioMax... and the material:
texture0="abstract::054.dds"
shader="abstract::mesh.vert","abstract::mesh_diffuse.frag"
shadowshader="abstract::mesh_shadow.vert"
The problem is I cannot set texture coordinate 0 (0º) and 1 (360º) to the same vertex!!
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But as doumentation says:
Clamping means that, if a lookup on the texture is done outside the 0 - 1...
In the sphere all the coordinate textures are in range 0-1... clamp is not useful here...
I have tried to add
clamp0=1,1
to my material without luck...
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When mapping a sphere I obtain an artifact on the last slide of the sphere as you can see on the attached image. In the last slice all texture is mapped inverted... I understand this is because last slice texture coordinate gone from a coordinate near 1, to 0 (and not to 1)
I know that when programming in DirectX this is solved with
device.RenderState.Wrap0 = WrapCoordinates.Zero;
Is there any parameter I can set in Leadwerks material to solve this?
Thanks
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How can I do, with Leadwerks Engine or OPENGL, to detect maximum shadow map size supported by a graphics card?
I want to set shadow map size to the maximum quality supported.
Thanks
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hahahaha ok now works :-)
I was forgotting this line:
OcclusionCulling(true);
I was only setting OcclusionCulling on meshes...
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Thanks Masterxilo, I'll try :-D
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Masterxilo, the link sends me to an empty page:
"There is currently no text in this page, you can search for this page title in other pages or edit this page. "
I tried to set ::EntityOcclusionMode(mesh, 1) in my meshes but is rendering the same number of polygons as before
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About the OcclusionCulling function, documentation says:
If mode is set to 1 hardware occlusion culling will be enabled, if it is supported on the user's system.
This means that not all graphics cards support this feature?
In my program I see that the number of rendered polygons dependeds of the direction of the view, but it seems that culled geometry is rendered too, even if occluded by other object, when is in direction of the view. I'm using Leadwerks Engine 2.28. Is this the normal behavior of occlusion culling, or must not render occluded meshes (this was whay I thought reading features of the engine).
Must I update my video card, or update the Leadwerks Engine version to support this functionality?
Thanks
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I'm using Leadwerks Engine 2.28
It seems as if some versions ago there was a shader for cube maps. Now there's some code in mesh.vert shader, and no code in mesh.frag shader (only a uniform samplerCube LW_CUBEMAP declaration, but later this is not using in shader).
But if I download some versions older, I see there was some code related to cube maps in mesh.frag shader.
Was deleted by error?, is not needed to implement a cube map? What's the right way to do a cube map with current version of Leadwerks?
Thanks
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You can use CreateCustomBuffer() to use an existing window:
http://www.leadwerks.com/wiki/index.php?title=Buffers#CreateCustomBuffer
Or you can make your own Windowed GUI in OpenGL.
I would prefer own GUI, since then you are not dependant on the OS look, but can have your own look and feel, like in Blender or 3DSMax.
Thanks a lot I'll try it this is what I was sarching for :-D I want to have a window with a panel with 3D render, and some standard window controls.
Thanks a lot :-D
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Render to any graphics context to create Windowed applications and tools. This is a feature of Leadwerks that appears in the documentation features section.
But how to select the graphic context Leadwerks is going to use to render? Graphics() creates a new window, not allowing to specify a custom precreated window....
I want to create a Windowed 3d tool, and for this I want to specify the render window (and not create a new window)... how can I do this?
Thanks for your help
Leadwerks requirements
in General Discussion
Posted
I tried to run Leadwerks 2.28 on a 5 years computer with a GeForce 7300 without success...
I read on the Leadwerks main page that the Requirements of Leadkwers are:
NVidia GEForce series 7000
and the wiki says
NVidia GEForce 6600
My engine.log seems to say that my video card is unsupported but fits the specifications. Are the requirements unupdated????
My log:
Leadwerks Engine 2.28
Initializing Renderer...
OpenGL Version: 2.1.2
GLSL Version: 1.20 NVIDIA via Cg compiler
Render device: GeForce 7300 SE/7200 GS/PCI/SSE2/3DNOW!
Vendor: NVIDIA Corporation
DrawBuffers2 supported: 0
16 texture units supported.
GPU instancing supported: 0
Shader model 4.0 supported: 0
Conditional render supported: 0