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codeape

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Everything posted by codeape

  1. I am pplaying with changing the resolution in my game. My idea was to start simple ... Hit L and the resolution is changed. So when So when I call window->SetLayout(0, 0, 1600, 1200) the resolution is not changed from the default 1024x768.Codes: #include "App.h"#include "game/BranchLoop.h"using namespace Leadwerks;App::App() : window(NULL), context(NULL), world(NULL), camera(NULL), loop(NULL){}App::~App() { if (NULL != loop) { delete loop; } if (NULL != world) { delete world; } if (NULL != window) { delete window; }}bool App::Start(){ //Initialize Steamworks (optional) /*if (!Steamworks::Initialize()) { System::Print("Error: Failed to initialize Steam."); return false; }*/ //Create a window window = Leadwerks::Window::Create("branch"); //Create a context context = Context::Create(window); //Create a world world = World::Create(); //Create a camera camera = Camera::Create(); camera->Move(0,2,-5); loop = new Branch::BranchLoop(context, window, camera); //Hide the mouse cursor window->HideMouse(); std::string mapname = System::GetProperty("map","Maps/start.map"); Map::Load(mapname); //Move the mouse to the center of the screen window->SetMousePosition(context->GetWidth()/2,context->GetHeight()/2); return true;}bool App::Loop(){ //Close the window to end the program if (window->Closed()) return false; //Press escape to end freelook mode if (window->KeyHit(Key::Escape)) { window->ShowMouse(); return false; } if (window->KeyHit(Key::L)) { System::Print("Change layout"); window->SetLayout(0, 0, 1600, 1200); } loop->preRenderUpdate(); Leadwerks::Time::Update(); world->Update(); world->Render(); loop->postRenderUpdate(); context->Sync(false); return true;} And yeha, I get the output "Change layout" but nothing happens.
  2. Sorry ... I went through some of the links, but missed to check for OS, you are right. That was windows. Well, I hope this gets solved.
  3. I do not know if this helps, but it looks like AMD is having problems with flickering all over the place: https://www.google.se/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-8#q=radeon+hd+6850+linux+catalyst+driver+flickering+site:forums.amd.com I found some Linux Catalyst 13 dirvers in the mix and various cards including 6850 so do you see this problem in other OpenGL apps?
  4. Well I use the Editor for some things like creating prefabs and creating test maps for my hobby game creations. Most things I do are PCG though so I probably do not use all of the functionality of the editor (like terrain). No, I do 99% of my stuff in vanilla Ubuntu 14 and only compile on Windows to test that my stuff works on both platforms. I have developed for Linux since 1998 so I am more comfortable with do things on Linux. EDIT: Some clarifications on my editor usage.
  5. So I really like Leadwerks. However, I see that a lot of problems tracked back to GTK and capabilities of different UI toolkits. So why not doing things the Blender way? Create your own OpenGL UI toolkit with a event system and/or a message system and create an editor that uses the same UI toolkit for all platforms. OK, I am not stupid ... this is not a small thing and maybe not the most fun thing to do. However it could be a long time goal and a nice evolution of Leadwerks. There are many pros: + Same UI code for all platforms. + The UI could be used by both the editor and in the games we make with Leadwerks. + You will be using your own UI that you have 100% control over. + UI is a feature people want + No more OS dependent UI bugs. The con: - More things to do. - It will take a loooooooooooooong time to accomplish.
  6. I am a happy Linux user too. I have had few problems with Leadwerks. I might not be the most active user on the forum but I am having fun with Leadwerks on Linux.
  7. Freetype-gl uses SDF: https://github.com/rougier/freetype-gl The result look good.
  8. Ok this is pretty cool. I sugested that Limit Theory (a awesomely looking and upcoming space game) to implement SDF: http://forums.ltheory.com/viewtopic.php?f=6&t=2137&p=28611&hilit=sdf#p28611 After a couple of months he did it! With better font render quality and performance than the old solution (through SFML): http://forums.ltheory.com/viewtopic.php?f=12&t=3875&p=75231&hilit=sdf#p75231 Here is the result (30:01 in to the dev video ... the link point to that part of the video ): I think you should do what he did. Implement SDF your self and do not use third party stuff.
  9. You are starting to get good at this YouGroove!
  10. Indeed, the distance from Stockholm to Seattle is sadly 7587 km. Hmmm need to make a game so I can afford the trip
  11. You need to start the game from the same dir where the game binary is. cd /path/to/game ./mygame Arch is by the way not a dist supported by Leadwerks.
  12. I do this: > cd ~/.steam/steam/SteamApps/common/Leadwerks > find . -name *.bak* ./MyGame/Shaders/PostEffects/Bloom/hblur.shader.bak1 ./MyGame/Shaders/PostEffects/Bloom/vblur.shader.bak1 ./MyGame/Shaders/PostEffects/Bloom/bloom.shader.bak1 ./Templates/Common/Shaders/PostEffects/Bloom/hblur.shader.bak1 ./Templates/Common/Shaders/PostEffects/Bloom/vblur.shader.bak1 ./Templates/Common/Shaders/PostEffects/Bloom/bloom.shader.bak1 Should I be concerned over the bak files? Ok, they should be backups but to me they look newer than my non bak versions.
  13. I looked in the update.log after the last update: Copying "/home/codeape/.steam/steam/SteamApps/common/Leadwerks/Templates/Common/Shaders\PostEffects\Bloom\hblur.shader.bak1" to "/home/codeape/src/git/leadwerks/branch/branch/Shaders\PostEffects\Bloom\hblur.shader.bak1"... Copying "/home/codeape/.steam/steam/SteamApps/common/Leadwerks/Templates/Common/Shaders\PostEffects\Bloom\vblur.shader.bak1" to "/home/codeape/src/git/leadwerks/branch/branch/Shaders\PostEffects\Bloom\vblur.shader.bak1"... Copying "/home/codeape/.steam/steam/SteamApps/common/Leadwerks/Templates/Common/Shaders\PostEffects\Bloom\bloom.shader.bak1" to "/home/codeape/src/git/leadwerks/branch/branch/Shaders\PostEffects\Bloom\bloom.shader.bak1"... Why is Leadwerks copying bak1 files from .steam/steam/SteamApps/common/Leadwerks/Templates/ to my project? Here is a diff of branch/Shaders\PostEffects\Bloom\bloom.shader and branch/Shaders\PostEffects\Bloom\bloom.shader.bak1 diff -w bloom.shader bloom.shader.bak1 78c78 < uniform float overdrive=1.0;//The higher this value, the brighter the bloom effect will be --- > uniform float overdrive=2.0;//The higher this value, the brighter the bloom effect will be Is this a bug?
  14. Ok, all I had to do to get the bug to go away was to start steam like this: export LANG=en_US.UTF-8 export LC_ALL=en_US.UTF-8 steam Found it in another thread posted this week ... 2 months without a working Texture Editor has been a bit tough though. My original list of LC and LANG looks like this: LANG="en_US.UTF-8" LANGUAGE="en_US" LC_ADDRESS="sv_SE.UTF-8" LC_IDENTIFICATION="sv_SE.UTF-8" LC_MEASUREMENT="sv_SE.UTF-8" LC_MONETARY="sv_SE.UTF-8" LC_NAME="sv_SE.UTF-8" LC_NUMERIC="sv_SE.UTF-8" LC_PAPER="sv_SE.UTF-8" LC_TELEPHONE="sv_SE.UTF-8" LC_TIME="sv_SE.UTF-8" So I had the LANG correct but I had not set LC_ALL=en_US.UTF-8.
  15. Very nice indeed. Thank you for all the help guys
  16. Thnx, got it. Another question about reference counting. If I do like this: class A { ... Shader aShader1 = Shader::Load("shaders/my.shader") ... } ... class B { ... Shader sameShade = Shader::Load("shaders/my.shader") ... } Will this result in a ref count of 2 for the same instace of a Shader instance using "shaders/my.shader" or will this result in 2 instances of Shader with a refcount of 1 each. I can not find any info about that in the doc. Thank you again.
  17. Yes of course ... but I am a tidy person
  18. If I do not do shader->Release() but have done shader->AddRef(), wouldn't I get a memory leak? Isn't the point that when shader->Release() make the ref count go to 0 the Leadwerks::Object sub-class freed? Have I misunderstood Leadwerks ref count completely?
  19. I understand the concept of reference counting and I have read this: http://www.leadwerks.com/werkspace/page/documentation/_/user-guide/getting-started/reference-counting-r613 As I understand it I can get the total amount of references to a Leadwerks::Object sub-class instance by doing this (C++): shader = material->GetShader(); int count = shader->GetRefCount() My question is if it is possible to get the total amount of references for all instances of Leadwerks::Object and sub-classes. I want to print it right before I exit my game so that I know that all my resources has been released (avoid memory leaks). Thanks for any help in advance.
  20. Hello, This is not a suggestion on a new feature directly. I suggest you read this paper and see if it could be of any use for Leadwerks: http://www.cse.chalmers.se/~olaolss/get_file.php?filename=papers/clustered_with_shadows.pdf Here is a page with some slides about the paper too: http://www.cse.chalmers.se/~olaolss/main_frame.php?contents=publication&id=clustered_with_shadows I have not read it in detail but it looks like a good optimization that could work with deferred rendering. I hope It can be of help.
  21. Hello, I know that the set of tools I have to work with is Font::GetHeight, Font::GetTextWidth and Context::DrawText. I am creating a (reusable) UI lib for my current project. I want to be able to clip text. Does anyone has some experience to share about implementing a text field in C++ using Leadwerks. What are the pitfalls etc. Thank you in advance!
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