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Blog Comments posted by klepto2
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A first look at the terrain editor
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Looks nice and familiar, but also remembers me about a small feature request, which was originaly made for le2. Maybe you can add a mask brush to the sculpting feature?
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@Rick: Just use the latest vmware player with a straight ubuntu installation and OpenGL will work hardware accelerated upto GL2.0.
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In theory the generated dll can be used in plain c.
Here i have an example of a wrapped constructor:
SWIGEXPORT void * SWIGSTDCALL CSharp_new_Plane__SWIG_1(float jarg1, float jarg2, float jarg3, float jarg4) { void * jresult ; float arg1 ; float arg2 ; float arg3 ; float arg4 ; Leadwerks::Plane *result = 0 ; arg1 = (float)jarg1; arg2 = (float)jarg2; arg3 = (float)jarg3; arg4 = (float)jarg4; result = (Leadwerks::Plane *)new Leadwerks::Plane(arg1,arg2,arg3,arg4); jresult = (void *)result; return jresult; }
The CSharp part at the beginning might be changed to something else, but i need to figure out how to do this safely.
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Nice work, can't wait to get my hands on it
@Scott:
If I remember correctly there was Blog from Josh where he describes exactly your idea: http://www.leadwerks.com/werkspace/blog/1/entry-758-back-to-the-art-pipeline/
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Very cool, can't wait for 2012.
Maybe you can make the suffixes configurable. Maybe a list where you can add or remove suffixes for certain slots.
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to be honest, I don't have source access (apart from small snippets Josh helped me out to fix some sceneloading issues, thx Josh). Even if you don't have source acces but using Blitzmax combined with blide you have access to much lower level function of Leadwerks. And with this in mind i explored some of the "hidden" functions and added them to the dll.
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no, I have written my own sceneloader which is shown in the video. The vegetation functions are real engine functions. They are already integrated since Josh has added the new vegetation system but he never offically support them and so he never exposed them to the public. In short the vegetatio nare native inbuilt functions and no hack with temorary sbx files or the like.
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that is exactly the intention of implementing the funtionality into bmx and exporting it together with rest of LE in the engine.dll.
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Le.Net is located in the Asset Store: http://www.leadwerks.com/werkspace/files/file/185-lenet/
and
Leadwerks.Net is located at assembla, details in this post: http://www.leadwerks.com/werkspace/topic/3300-leadwerksnet-wrapper/
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Yes I'm using Lazlo's Leadwerks.Net. I have already got Images working ( you can load from file, byte[], stream or from Leadwerkstexture. Then you can draw them scaled, rotated, tiled, normal or just a part of it.)
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I'm using LE. but not for the 2D Part. The 2D part is my own 2D framework usin OpenGL.
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this looks promising, but take a look at this: http://www-evasion.imag.fr/Membres/Eric.Bruneton/
the source is available and it is using OpenGL and GLSL so it may be possible to use. I'm currently trying to implement some of the features myself.
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Lazlo,
if you have Milkshape3D you can use my GMF exporter. It combines the surfaces automatically
which shares the same material.
Leadwerks 3.0 Terrain Update Now Available
in Development Blog
A blog by Josh in General
Posted
thx Josh, the 16 Texture layers are really nice. But to work with it i miss 1 or 2 functions:
1. Scaling the terrainheight
2. import from other formats then raw image format