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shadmar

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Everything posted by shadmar

  1. almost easier to use c++ now. auto game = makeMyGame(); game->Render();
  2. This is interesting, so I can create models and surfaces and normalize in code on one thread and when done (like big terrain patches on my planet renderer), I will render it on the "rendering" thread? If so it would be quite awesome!
  3. I doubt my (buffered) shaders will catch a resize. Try without any of mine and see if it goes away.
  4. One more thing, materials/terrain is not included in the pack, so all maps are white.
  5. The tutorial says EditorSplineTools.lua not SplineTools.lua, but yeah, that works, thanks
  6. I cant seem to run the examples. It probably just me. I figured out that the splinetools folder needs to manually moved to the script folder after install (3900 load errors if not ) But now I get "D:/Documents/Leadwerks/Projects/spline/scripts/splinetools/editor/editorspline.lua" : 14 : attempt to call global 'new' (a nil value)
  7. I had to switch to c++ to get this fast enough. In lua the mesh generation took alot longer and fps was stuttering at 5 fps.
  8. If it's a single face model, with just two sided checked in the material, you'll get this I think. EDit: ah..
  9. You can easily just mod the vertex shader to this with no overhead. .z Something like : modelvertexposition.z = sin((modelvertexposition.x*modelvertexposition.y)+currenttime*.001);
  10. Oh yours were much nicer than mine, I used 2 std::vectors one for the text index (I used stringstream) and one to store the models. Thank you!
  11. nevermind I kind of solved it
  12. In lua I would do this : --index which vary on each recurisive run. local mid=-dim..":"..-df..":"..dim..":"..df..":"..xfactor..":"..yfactor..":"..division..":"..factor..":"..orientation.x..":"..orientation.y..":"..orientation.z --create model if the index "mid" doesn't exist in table models if models[mid]==nil then model = Model:Create() model:SetRotation(orientation) models[mid] = model end
  13. Here are 2 gamma correction postprocess shaders you can try: #define GAMMA 2.2 vec3 gamma(vec3 col, float g) { float i = 1. / g; return vec3(pow(col.x, i) , pow(col.y, i) , pow(col.z, i)); } fragData0.rgb=gamma(fragData0.rgb, GAMMA); or the cheapest one, looks like the one above but with no adustments to gamma. fragData0.rgb = sqrt(fragData0.rgb);
  14. Just use a second camera and SetRenderTarget or set target in the editor. https://www.leadwerks.com/docs?page=API-Reference_Object_Entity_Camera_SetRenderTarget
  15. Trying out raytraced ocean with local objects.
  16. Looking forward to see this :-)
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