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Blog Comments posted by shadmar
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Very nice Josh, looking forward to this!
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Order of likeness : 3,2,1
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Great addition!
If you could add the .mat files aswell I'd be great
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Thanks for the snap button
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You should look at my head then, It's so tesselated you can't see it anymore.
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Great to see these features coming into play
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This is neat!
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Yeah great start +1
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I've found that gs is mostly usable for billboards or fans of grass.
You emit typically 3-12 new verts per vertex on geometry you are shading.
some grass on a mesh:
http://steamcommunity.com/sharedfiles/filedetails/?id=269191666
trees on terrain, closest ones are just instanced models, but the far ones are billboards done on the gs.
http://steamcommunity.com/sharedfiles/filedetails/?id=275631982
http://steamcommunity.com/sharedfiles/filedetails/?id=284435423
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Wasn't the paid mods on steam 75% valve, 25% mod-creator before it was taken down?
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I'm pretty sure LE also had this right here on this site, for years
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you probably already know this, but openal can also be silently installed like this:
oalinst.exe /s
or maybe you can try copying dll files openal32.dll and wrap_oal.dll locally.?
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Looks good with the single tone.
A pivot icon would fit in very well too
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Testing carving and hollow, working great so far.
Edit: smoothing of carved/hollowed items seems a bit off.
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Steam colorscheme on the UI would rock!.
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Looking good!
Are you still using csg houses or models or a combo of both?
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Restart Steam if that happens.
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I have same problem as Imchasinyou - scene is all black (except under water) until I press F11 to show fps. This is on a new blank map with just terrain and player.
Setting water mode to false and it seems to display ok again except without the water of course.
https://www.dropbox.com/s/qn8k42d8v5r9wyt/waterbug.jpg?dl=0
Edit: also tested with no terrain and just one box instead to stand on - same problem.
Quick workaround:
In App.lua add after self.world:Render()
self.context:SetColor(1,1,1,1)
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Looks great, nice work!
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The biggest problem for me was reflections which requires you to render the scene twice with a negative scaled camera.. I tried renderering into a smaller buffer to speed up, but it actually ran slower than a full sized buffer.
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Yeah you should release your integration, I'd buy.
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Looks great, good job!
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Leadwerks Named Steam Community Choice Winner
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
I voted
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Happy new year!
Vegetation Part 3
in Development Blog
A blog by Josh in General
Posted
I think it's heavy on the geometry shader?
Rick : Probably slow on integrated and won't compile on AMD/ATI.