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klepto2

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  1. klepto2's post in Debug vs Release : No Change in FPS was marked as the answer   
    Just my thought. The debug-build was mainly slower because the vulkan validation-layer kicks in and slows everything down. In Leadwerks there was also no difference between debug and release (for simple apps). 
  2. klepto2's post in Sprite with pixmap was marked as the answer   
    2 Things:
    I believe the WidgetBlock Family is not the right one, better use the unlit family for this. your sprite with the material has a size of 0,0 so it will never be displayed no matter what you try to do auto pixmap = CreatePixmap(iVec2(100, 100)); pixmap->Fill(Vec4(0.5f, 0.5f, 1, 1)); auto tex = CreateTexture(TEXTURE_2D, 100, 100, TEXTURE_RGBA, { pixmap }, 1, TEXTURE_CLAMP_UV); auto mtl = CreateMaterial(); mtl->SetTexture(tex); mtl->SetShadow(false); mtl->SetTransparent(true); mtl->SetShaderFamily(LoadShaderFamily("Shaders/Unlit.fam")); //Create pixmap sprite auto sprite = CreateSprite(world, 40, 40); sprite->SetPosition(20, 20); //sprite->SetViewMode(SPRITEVIEW_BILLBOARD); sprite->SetMaterial(mtl); sprite->SetText("Test"); sprite->SetRenderLayers(2); with these changes the colored sprite is visible in the lower left corner.
  3. klepto2's post in Polyhaven Browser Extension was marked as the answer   
    The settings are more or less a prototype done shortly before the beta release. I have not used any dpi scaling in the plugin but i plan to include it in a refactored version.  the stacksize error is new for me. Looks like a stack error with lua. could probably be a problem with either the dll for fetching the polyhaven api or the small json to lua extension i have added. 
    I will investigate both.
    Also as Josh said the polyhaven is not an official plugin, so bug reports should be added here: 
    or you could send me a PM.
  4. klepto2's post in Load Bug in SlidingDoor.hpp was marked as the answer   
    The sliding door component has a small bug in the load method:
    if (t["enabled"].is_boolean()) enabled = t; should be:
    if (t["enabled"].is_boolean()) enabled = t["enabled"]; otherwise after reloading the scene from a saved game the door becomes inactive.
  5. klepto2's post in Shader Tutorial was marked as the answer   
    Try this: i have added the diffuse layer, so the background is visible.
    1. I changed the noise texture to the one used by shadertoy (using other textures might lead to artifacts)
    2. I corrected the aspect ratio calculation you had p.x*= gl_FragCoord.x / buffersize.y; where is should be  p.x*= buffersize.x / buffersize.y;
    Effect.zip
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