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Posts posted by shadmar
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reboot seems to fix it.
nothing to se here..
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first time for everything I guess, never seen this on my GTX 770:
Syncing Workshop Items... Error: GetFileInfo failed. (15) Initializing OpenGL4 graphics driver... OpenGL version 110 GLSL version 0 Device: GDI Generic Warning: OpenGL 210 or GLSL 120 are not supported. Failed to initialize graphics. Please ensure your graphics hardware is compatible and install new graphics drivers.
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what is a mobo?
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There is a viewport shader here wich extends to 4k here
http://www.leadwerks.com/werkspace/topic/15383-underwater-shader/#entry103236
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Complex maths is alot faster in c++.
If you are just calling leadwerks functions and doing simple if tests and loops you won't gain anything using c++
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OK, I've tried to simulate this in my own project, and I get yellow thing by using shadmar's PP_bloom+godrays & PP_bloom post effect. At least in my case.
First, just have to ask, do you use the latest nvidia drivers? there is an old for-loop bug in old nvidia drivers.
Second, to verify this bug, change 2 lines in 08_pp_bloom.lua to use LE own blur shaders (which doesn't use for-loops)
self.shader_hblur = Shader:Load("Shaders/PostEffects/00_shaders/_hblur.shader") self.shader_vblur = Shader:Load("Shaders/PostEffects/00_shaders/_vblur.shader")
to
self.shader_hblur = Shader:Load("Shaders/PostEffects/Utility/hblur.shader") self.shader_vblur = Shader:Load("Shaders/PostEffects/Utility/vblur.shader")
Is it still yellow?
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If no go, I'd be interested if psychoanima compiled each shader and see if anything is reported. AMD card?
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If they are old (2014 versions), try these:
http://www.leadwerks.com/werkspace/topic/15383-underwater-shader/#entry103236
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local shader=Shader:Load("some pp shader") to get a handle.
then send the float using shader:SetFloat()
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Here is the last updated version (july 2016), (same pack as was on WS)
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had this sometimes, seems like reboot fixes this.
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So you had to edit your code on the forum, and all tab spaces collapsed...
Just copy and paste it here to make it beautiful again:
http://dptole.github.io/lua-beautifier/
And edit your post.
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How do you load this?
Nvm just replace the DL shader.
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Works very well
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A model fresnel shader will also do this, but since it uses normals, stuff like boxes and other very low poly stuff wil look not so good.
A quick and dirty way is to make a copy of the object, scale it slightly larger, and flip its normals.this is neat and requires no special stuff.
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They shouldn't be gone from your existing projects, just copy
I wasn't able to update the workshop item (due to some bug using the old system or something) and they are full of snags now so I don't want them up.
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You can also use probes to make static refractions at almost no cost.
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@Shadmar, Assets::Unmanaged works for me.
I agree
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I think you have to use Asset.CreateNew as flag, not Asset.Unmanaged (which is the default)
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Previous page, post #37
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at 1:07 in your movie, put in 2.0 instead of 0.04
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What are you trying to do?
Shouldn't the animation be faster when it runs after you that fast, not slower?
Failed to initialize graphics
in General Discussion
Posted
I knew it!