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Gandi

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Everything posted by Gandi

  1. Hi! I'm currently working on a GUI-system and don't really know how LE would perform with a lot of buffers (a buffer for each component) If that aint a good idea i think i'll have to write a litte shader for what im planning. Another question: Is there a minimum size for buffers (i think i read something some time ago)
  2. Gandi

    River Editor

    This is a video of my current WIP of the river editor. It's a script i wrote in lua for the editor. The shader was also written by me and still needs some fine tuning (would also look better if i would somehow get the light position into my shader (click me for help)) I'll also add some physics which makes objects float into the direction of the river.
  3. another question... how can i pass a Vec3 to my shader from lua? SetShaderVec3 doesn't work, but SetShaderFloat does.. that's a bit strange..
  4. the problem is, how do i get the sun in the editor??
  5. How can i get the direction of the first directional light in the editor??
  6. Hi! Is there a way of deleting single vertices from a surface?? €: Adding some more questions as i dont wanna spam the forum: How can i add something to the transparency layer in the editor and add some textures to my shader then (color and depth buffer)? How can i set values in my shader in the editor?
  7. Gandi

    .NET Headers 2.0

    Looks great The tutorials actually look better than the ones for C++/Lua. Thanks to all who put work into this!
  8. Sorry for triple-posting, but there seems to be something wrong with Key.LeftShift. Neither RenderContext.KeyDown( Key.LeftShift ) nor RenderContext.KeyHit( Key.LeftShift ) do ever return true... any other Keycode I tried did. Edit: Okay, all the left and right ctrl, shift and alt-keys don't work for me. Could be something with the german keyboard but I'm not sure.
  9. Ah okay, I just made a new clean install of the SDK and it works now. Thanks alot anyway
  10. That's basically what I did... no difference.
  11. Hm... I tried the sample project but obviously the Render, PreRender, AfterRender, etc. events are only fired once at startup. I also just see a white background with a red border and a red cross in the middle oO I copied all dlls to where they should be. Any ideas? E: Okay, the output window says: (translated to english) An exception (first chance) of type "System.DllNotFoundException" occurred in OpenTK.dll. An exception (first chance) of type "System.TypeInitializationException" occurred in OpenTK.dll. An exception (first chance) of type "System.DllNotFoundException" occurred in OpenTK.dll. An exception (first chance) of type "System.AccessViolationException" occurred in Leadwerks.dll. An exception (first chance) of type "System.NullReferenceException" occurred in LeadwerksControlSample.exe. I don't get why it says DllNotFound. Where am I supposed to put the dlls? I tried the bin/Debug and bin/Release folders, the SDK dir, the project dir and the solution dir but none works.
  12. Gandi

    Decals

    Made some changes, added some features. Watch the video for further information the alpha image is an extra grayscale texture. Had to do minor changes in the mesh.frag file, but seems to work fine now... When fixed all bugs i think ill share the code again..
  13. Looks to me like the UV coordinates didnt save properly?
  14. does the texture scale across the whole surface, or does it display right in a small spot and then stretches? if its the second one: set the clamp value in your .mat file.
  15. Looks nice, just gets a bit weird if stretch your head backbards ^^ meaning if you rotate the camera upwards (so everything is upside down) the flare kinda gets weird just scaled up or so..
  16. diffuse.r / x diffuse.g / y diffuse.b / z diffuse.a / w hope you have your model in transparency world..
  17. Shouldn't be a problem with the parallax shader, just edit the material file? The way its coded it is only possible to create a quadratic plane.. ans yes it is bound to the terrain grid.. just enable wireframe and you wont see any aditional wires.. Gonna take a look at at cause of the bug, never had this one before.. never had that problem with zsort=1
  18. oh.. thanks should work now
  19. Gandi

    Decals

    ok.. posted it in the download section... Click me If you find any bugs please report them to me. selection now just works with a small plane in the middle of the decal.. should be enough
  20. File Name: Decals for Editor v 0.1 File Submitter: Gandi File Submitted: 03 Jun 2010 File Updated: 03 Jun 2010 File Category: Lua Scripts Just copy all the files into your leadwerks directory (i use it in : Models\Entities\Decal) edit the material file and have fun (should work with most of the mesh-shaders) Click here to download this file
  21. Gandi

    Decals

    yes you are right macklebee and the reason i dont just create the surface on the same mesh as the model is is, that i dont move the vertices everytime i move the mesh, and im calculating the rotation/scale on my update code instead of really rotating the mesh..
  22. you will always get strange results when using alpha blend, if not using in its own world, thats because of the deferred shading. if your render in the normal world without skipping the invisible pixels the depth buffer will also be written at "invisible" pixels, so the whole plane gets rendered. when lighting the plane gets lightened even if its not visible there --> you see the plane again. what i was thinkin about is: rendering all visible pixel (alpha=1) in the normal color buffer and rendering all pixels with alpha<1 in another color buffer at the same rendering call. then compute the lighting for both buffers and blend the transparency buffer on the first color buffer. i know thats pretty much like the transparency world, just that the shadows(exept the pixels with alpha<1) get drawn and that the collisions will also work as it's all in the same world problems: 1 more computeLighting call -when there is a object with alpha<1 behind an object with alpha<1 (but thats also in the transparency world) -the shadows dont get calculated for pixels with alpha<1 €: sry.. forgot that i'd also need my own depth buffer then..
  23. Gandi

    Aerora

    I think the HUD needs some detail. I also think the movement animation is not perfect. looks a bit strange. a mix of running and walking. also im my oppinion you should try to fade in and fade out the move animation when you start/stop running. The terrain is grad. really love it.
  24. Gandi

    Decals

    This system is only meht to be used for terrain and the terrain also shouldnt be changed at runtime. you can apply it to objects because: the density of the mesh fits exactly to the terrain, so wont cover objects right the mesh takes the height values from the terrain for setting the vertex-positions. I will share the code when i get the selection to work.
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