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Posts posted by shadmar
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The flag is used when you select something in the editor, it then gets colored red.
So you really dont need it outside the editor.
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Those are just model shaders with some animated normalmap and cubemap reflection, not posteffect/camera/overlay filters. (Maybe I dont get it )
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You can just use drawimage with these pictures you just posted.
They might need to alpha transparent.
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window.
window.
Wwindow.
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Ok, I see the problem, that is not easy to fix since sprites and particles always renders without depth, so the fog shaders doesn't even consider the sprites/paticles at all (they are invisible for the shader and the fog shader, they keep the depth of the geometry behind them)
Unfortunately there is no way for me to calculate their depth either.
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LE editor supports FBX, DDS, BMP, JPG, PNG, TGA, and PSD files for import if that is what you meant? (stated on the Home->Features page)
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I can take another quick look, if you send me an example map to test with.
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Hey, you can try adding this as line 63 in _klepto_fog.shader and set fogislocal to 0
if (fragData0.a < 1.0) fogeffect*=clamp(fragData0.a,0.0,1.0);
or keep fogislocal as 1 and add this as line 63:
if (fogislocal) fogeffect=0;
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...
self.camera:SetKeyValue("fog_fogislocal","1")
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Those you are using are outdated so that won't work, please update using the ones in workshop.
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simplex/perlin noise on the gpu ( I used these and modded variants of these for my planet stuff )
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Well it should work in the latest workshop version.
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LE already have have a simple interpolation function:
http://www.leadwerks.com/werkspace/page/api-reference/_/math/mathcurve-r602
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it's hard to say without a screenshot, but you can try:
self.camera:SetKeyValue("fog_fogislocal","1")
Which eliminates fog at depth=1, fog maxrange is then fogrange
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If you just want to make an in-scene static cubemap you can do it like this :
http://www.leadwerks.com/werkspace/topic/11224-skybox-rendering/#entry82736
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I would probably do it something like this (but it always renders black)
function Script:Start() --get workd,context etc.. self.context=Context:GetCurrent() self.world=World:GetCurrent() self.resolution=1024 --fetch a camara if self.camera==nil then for i=0,self.world:CountEntities()-1 do --CountEntities is not a supported command if self.world:GetEntity(i):GetClass()==Object.CameraClass then self.camera=self.world:GetEntity(i) --GetEntity is not a supported command tolua.cast(self.camera,"Camera") System:Print(self.world:GetEntity(i):GetClassName()) break end end end --cube directions self.cameraRotations = { Vec3(0,0,0), Vec3(0,180,0), Vec3(-90,-90,0), Vec3(90,-90,0), Vec3(0,-90,0), Vec3(0,90,0) } --make cam buffer self.cameraBuffer = Buffer:Create(self.resolution, self.resolution, 1, 0) self.cameraBuffer:GetColorTexture():SetFilter(Texture.Pixel) --make cube buffer using cubemap texture self.cubebuffer = Buffer:Create(self.resolution, self.resolution, 1, 0) self.cubemap = Texture:CubeMap(self.resolution, self.resolution) self.cubebuffer:SetColorTexture(self.cubemap) --ok warap the cubemap around something model=Model:Box(10,100,10) material=Material:Create() shader=Shader:Load("Shaders/Editor/SkyBox2.shader") material:SetShader(shader) model:SetMaterial(material) end function Script:UpdateWorld() -- render workd into a buffer and then copy buffer texture to a cubemap buffer for i = 1,6 do self.camera:SetRotation(self.cameraRotations[i]) self.cameraBuffer:Enable() self.world:Render() self.cameraBuffer:Disable() self.cubebuffer:SetColorTexture(self.cameraBuffer:GetColorTexture(), 0, i-1) --write cambuffer to cubebuffer each face end Context:SetCurrent(self.context) material:SetTexture(self.cubebuffer:GetColorTexture()) shader:Enable() -- enable skybox shader2 self.cubebuffer:GetColorTexture():Bind(0) --assign cubemap texture from buffer into texture0 end
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hmm it's gone. I'm pretty sure it were there..
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I think cm has been default since 3.2 or something. You can change it to metres in options.
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Here is a shadow/light detector for sneaking (cpp is needed to build your own exe to expose a function to lua)
http://www.leadwerks.com/werkspace/topic/11991-csg-shape-to-mimic-light/#entry87032
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Sounds like you have another camera in your scene.
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Yeah that would be useful.
Not very slick, but I usually just delete the model and look at the editor log window if I can't figure out the model used. Then ctrl+z to bring it back again.
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http://www.leadwerks.com/werkspace/page/tutorials/_/scene-panel-r3#section3
Section 3: Scene Panel, just enable water mode, adjust the height with the dialogs.
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Buffer class documentation
in Programming
Posted
Agree it should be documented since it's used in the official bloom.lua.