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codeape

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Posts posted by codeape

  1. 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.

  2. 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!

  3. I am far from an expert but I think you need the _NET_WM_STATE_FULLSCREEN hint also.

     

    I did take a quick look for _NET_WM_STATE_FULLSCREEN in SDL2 and the interesting files to start digging in are the following:

    SDL2-2.0.3\src\video\x11\SDL_x11video.c
    SDL2-2.0.3\src\video\x11\SDL_x11video.h
    SDL2-2.0.3\src\video\x11\SDL_x11window.c

     

    Download https://www.libsdl.org/release/SDL2-2.0.3.zip

     

    A trustful source for these kind of things is anything Ryan "icculus" Gordon has written.

  4. Hello community and Leadwerks devs

     

    Often we Leadwerks users only write something on the forum when we have problems, bugs, questions or wants a feature. There is nothing wrong with that, because the intention of the forum is to be a place for writing about you problems, bugs, questions and features we want biggrin.png

     

    However, to boost our Leadwerks devs (I guess that is only Josh right now) we should also post why we think Leadwerks is the awesome sauce.

     

    So no negative stuff in this thread ... that is what we have the rest of the forum for wink.png

     

    Leadwerks is the awesome sauce because:

    - The C++ API is very nice. It is easy to build well organised code around.

    - It is ported to Linux

    - OpenGL 4

    - The royalty free License

    - Steam integration

    - Affordable Price

    • Upvote 2
  5. Royaties is a good point only when you achieve and finish a complete game and be enought successfull before considering any Royalties.

     

    If you have ever run any form of company you would know that royalties is a big thing ... so I would not downsize it to what you wrote. Royalties take a cut of your cookie. I want to keep my cookie.

  6. Jon Blow - The guy behind Braid and The Witness

     

    Good stuff, he has good points (2 hour long but very interesting):

    http://www.gamasutra.com/view/news/226070/Video_Jon_Blow_on_building_a_new_programming_language_for_games.php

     

    The video is not about a new game scripting language ... it is about creating a system programming language level language like C++ etc. that targets game development.

    • Upvote 1
  7. It should be:

     

    self.skybox = Texture:Load("Materials/Sky/skybox_texture.tex")

     

    There is C++ code where there should be Lua code in the code example box (and vice versa). This should be filed under "documentation bug" biggrin.png

  8. The dev kit looks better than both Oculus and Morpheus already:

    https://www.kickstarter.com/projects/2091603040/totem-the-premium-full-featured-virtual-reality-he

    • Onboard positional tracking instead of external. Internal tracker gives you full freedom instead of being limited to moving within the external tracking FOV.
    • Internal focus, very good for us with glasses because we can skip the glasses when we us the Totem
    • No need to remove the headset every time you need to be in the real world. Totem’s integrated on-board cameras allow the user to switch seamlessly without having to take off the headset at the touch of a button.
    • The night vision goggle looking prototype sure looks good =)

  9. Your tar.gz file does not appear to be valid.

     

    I tried your texture and it worked with no problems.

     

    What GPU do you have?

     

    Ooo you replied when I was typing:

     

    I have mailed the logs to the support addres ... Subject line : Logs - [LE 3.2, Steam, Linux] Leadwerks crashes on edit texture

     

    fglrxinfo -n
    display: :0 screen:0
    OpenGL vendor string: Advanced Micro Devices, Inc.
    OpenGL renderer string: AMD Radeon HD 5700 Series
    OpenGL version string: 4.3.12798 Compatibility Profile Context 13.35.1005
    OpenGL extensions:
    GL_AMDX_debug_output, GL_AMDX_vertex_shader_tessellator,
    GL_AMD_conservative_depth, GL_AMD_debug_output,
    GL_AMD_depth_clamp_separate, GL_AMD_draw_buffers_blend,
    GL_AMD_multi_draw_indirect, GL_AMD_name_gen_delete,
    GL_AMD_performance_monitor, GL_AMD_pinned_memory,
    GL_AMD_query_buffer_object, GL_AMD_sample_positions,
    GL_AMD_seamless_cubemap_per_texture, GL_AMD_shader_stencil_export,
    GL_AMD_shader_trace, GL_AMD_texture_cube_map_array,
    GL_AMD_texture_texture4, GL_AMD_transform_feedback3_lines_triangles,
    GL_AMD_vertex_shader_layer, GL_AMD_vertex_shader_tessellator,
    GL_AMD_vertex_shader_viewport_index, GL_ARB_ES2_compatibility,
    GL_ARB_ES3_compatibility, GL_ARB_arrays_of_arrays, GL_ARB_base_instance,
    GL_ARB_blend_func_extended, GL_ARB_clear_buffer_object,
    GL_ARB_clear_texture, GL_ARB_color_buffer_float, GL_ARB_compatibility,
    GL_ARB_compressed_texture_pixel_storage, GL_ARB_compute_shader,
    GL_ARB_conservative_depth, GL_ARB_copy_buffer, GL_ARB_copy_image,
    GL_ARB_debug_output, GL_ARB_depth_buffer_float, GL_ARB_depth_clamp,
    GL_ARB_depth_texture, GL_ARB_draw_buffers, GL_ARB_draw_buffers_blend,
    GL_ARB_draw_elements_base_vertex, GL_ARB_draw_indirect,
    GL_ARB_draw_instanced, GL_ARB_explicit_attrib_location,
    GL_ARB_explicit_uniform_location, GL_ARB_fragment_coord_conventions,
    GL_ARB_fragment_layer_viewport, GL_ARB_fragment_program,
    GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader,
    GL_ARB_framebuffer_no_attachments, GL_ARB_framebuffer_object,
    GL_ARB_framebuffer_sRGB, GL_ARB_geometry_shader4,
    GL_ARB_get_program_binary, GL_ARB_gpu_shader5, GL_ARB_gpu_shader_fp64,
    GL_ARB_half_float_pixel, GL_ARB_half_float_vertex, GL_ARB_imaging,
    GL_ARB_instanced_arrays, GL_ARB_internalformat_query,
    GL_ARB_internalformat_query2, GL_ARB_invalidate_subdata,
    GL_ARB_map_buffer_alignment, GL_ARB_map_buffer_range, GL_ARB_multi_bind,
    GL_ARB_multi_draw_indirect, GL_ARB_multisample, GL_ARB_multitexture,
    GL_ARB_occlusion_query, GL_ARB_occlusion_query2,
    GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite,
    GL_ARB_program_interface_query, GL_ARB_provoking_vertex,
    GL_ARB_query_buffer_object, GL_ARB_sample_shading, GL_ARB_sampler_objects,
    GL_ARB_seamless_cube_map, GL_ARB_seamless_cubemap_per_texture,
    GL_ARB_separate_shader_objects, GL_ARB_shader_atomic_counters,
    GL_ARB_shader_bit_encoding, GL_ARB_shader_image_load_store,
    GL_ARB_shader_image_size, GL_ARB_shader_objects, GL_ARB_shader_precision,
    GL_ARB_shader_stencil_export, GL_ARB_shader_storage_buffer_object,
    GL_ARB_shader_subroutine, GL_ARB_shader_texture_lod,
    GL_ARB_shading_language_100, GL_ARB_shading_language_420pack,
    GL_ARB_shading_language_packing, GL_ARB_shadow, GL_ARB_shadow_ambient,
    GL_ARB_stencil_texturing, GL_ARB_sync, GL_ARB_tessellation_shader,
    GL_ARB_texture_border_clamp, GL_ARB_texture_buffer_object,
    GL_ARB_texture_buffer_object_rgb32, GL_ARB_texture_buffer_range,
    GL_ARB_texture_compression, GL_ARB_texture_compression_bptc,
    GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map,
    GL_ARB_texture_cube_map_array, GL_ARB_texture_env_add,
    GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar,
    GL_ARB_texture_env_dot3, GL_ARB_texture_float, GL_ARB_texture_gather,
    GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_mirrored_repeat,
    GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two,
    GL_ARB_texture_query_levels, GL_ARB_texture_query_lod,
    GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui,
    GL_ARB_texture_snorm, GL_ARB_texture_storage,
    GL_ARB_texture_storage_multisample, GL_ARB_texture_swizzle,
    GL_ARB_texture_view, GL_ARB_timer_query, GL_ARB_transform_feedback2,
    GL_ARB_transform_feedback3, GL_ARB_transform_feedback_instanced,
    GL_ARB_transpose_matrix, GL_ARB_uniform_buffer_object,
    GL_ARB_vertex_array_bgra, GL_ARB_vertex_array_object,
    GL_ARB_vertex_attrib_64bit, GL_ARB_vertex_attrib_binding,
    GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader,
    GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_vertex_type_2_10_10_10_rev,
    GL_ARB_viewport_array, GL_ARB_window_pos, GL_ATI_draw_buffers,
    GL_ATI_envmap_bumpmap, GL_ATI_fragment_shader, GL_ATI_meminfo,
    GL_ATI_separate_stencil, GL_ATI_texture_compression_3dc,
    GL_ATI_texture_env_combine3, GL_ATI_texture_float,
    GL_ATI_texture_mirror_once, GL_EXT_abgr, GL_EXT_bgra,
    GL_EXT_bindable_uniform, GL_EXT_blend_color,
    GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate,
    GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array,
    GL_EXT_copy_buffer, GL_EXT_copy_texture, GL_EXT_direct_state_access,
    GL_EXT_draw_buffers2, GL_EXT_draw_instanced, GL_EXT_draw_range_elements,
    GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample,
    GL_EXT_framebuffer_object, GL_EXT_framebuffer_sRGB,
    GL_EXT_geometry_shader4, GL_EXT_gpu_program_parameters,
    GL_EXT_gpu_shader4, GL_EXT_histogram, GL_EXT_multi_draw_arrays,
    GL_EXT_packed_depth_stencil, GL_EXT_packed_float, GL_EXT_packed_pixels,
    GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,
    GL_EXT_provoking_vertex, GL_EXT_rescale_normal, GL_EXT_secondary_color,
    GL_EXT_separate_specular_color, GL_EXT_shader_image_load_store,
    GL_EXT_shader_integer_mix, GL_EXT_shadow_funcs, GL_EXT_stencil_wrap,
    GL_EXT_subtexture, GL_EXT_texgen_reflection, GL_EXT_texture3D,
    GL_EXT_texture_array, GL_EXT_texture_buffer_object,
    GL_EXT_texture_compression_bptc, GL_EXT_texture_compression_latc,
    GL_EXT_texture_compression_rgtc, GL_EXT_texture_compression_s3tc,
    GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp,
    GL_EXT_texture_env_add, GL_EXT_texture_env_combine,
    GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic,
    GL_EXT_texture_integer, GL_EXT_texture_lod, GL_EXT_texture_lod_bias,
    GL_EXT_texture_mirror_clamp, GL_EXT_texture_object,
    GL_EXT_texture_rectangle, GL_EXT_texture_sRGB, GL_EXT_texture_sRGB_decode,
    GL_EXT_texture_shared_exponent, GL_EXT_texture_snorm,
    GL_EXT_texture_storage, GL_EXT_texture_swizzle, GL_EXT_timer_query,
    GL_EXT_transform_feedback, GL_EXT_vertex_array, GL_EXT_vertex_array_bgra,
    GL_EXT_vertex_attrib_64bit, GL_IBM_texture_mirrored_repeat, GL_KHR_debug,
    GL_KTX_buffer_region, GL_NV_blend_square, GL_NV_conditional_render,
    GL_NV_copy_depth_to_color, GL_NV_copy_image, GL_NV_depth_buffer_float,
    GL_NV_explicit_multisample, GL_NV_float_buffer, GL_NV_half_float,
    GL_NV_primitive_restart, GL_NV_texgen_reflection, GL_NV_texture_barrier,
    GL_SGIS_generate_mipmap, GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod,
    GL_SUN_multi_draw_arrays, GL_WIN_swap_hint
    glx server vendor string: ATI
    glx server version string: 1.4
    glx server extensions:
    GLX_ARB_multisample, GLX_EXT_import_context, GLX_EXT_texture_from_pixmap,
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_OML_swap_method,
    GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGIS_multisample,
    GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group
    glx client version: 1.4
    glx client extensions:
    GLX_ARB_create_context, GLX_ARB_create_context_profile,
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,
    GLX_EXT_swap_control, GLX_EXT_visual_info, GLX_EXT_visual_rating,
    GLX_MESA_allocate_memory, GLX_MESA_copy_sub_buffer, GLX_MESA_swap_control,
    GLX_MESA_swap_frame_usage, GLX_NV_swap_group, GLX_OML_swap_method,
    GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync,
    GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,
    GLX_SGIX_swap_barrier, GLX_SGIX_swap_group, GLX_SGIX_visual_select_group,
    GLX_EXT_texture_from_pixmap, GLX_EXT_framebuffer_sRGB,
    GLX_ARB_fbconfig_float, GLX_AMD_gpu_association, GLX_EXT_buffer_age
    glx extensions:
    GLX_ARB_create_context, GLX_ARB_create_context_profile,
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,
    GLX_EXT_swap_control, GLX_EXT_visual_info, GLX_EXT_visual_rating,
    GLX_MESA_swap_control, GLX_NV_swap_group, GLX_OML_swap_method,
    GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync,
    GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,
    GLX_SGIX_swap_barrier, GLX_SGIX_swap_group, GLX_SGIX_visual_select_group,
    GLX_EXT_texture_from_pixmap, GLX_EXT_buffer_age
    
    visual x bf lv rg d st r g b a ax dp st accum buffs ms
    id dep cl sp sz l ci b ro sz sz sz sz bf th cl r g b a ns b
    -----------------------------------------------------------------
    0x23 24 tc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0
    0x24 24 tc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0
    0x25 24 tc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0
    0x26 24 tc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0
    0x27 24 tc 0 32 0 r y . 8 8 8 8 0 24 8 0 0 0 0 0 0
    0x28 24 tc 0 32 0 r . . 8 8 8 8 0 24 8 0 0 0 0 0 0
    0x29 24 tc 0 32 0 r y . 8 8 8 8 0 24 0 0 0 0 0 0 0
    0x2a 24 tc 0 32 0 r . . 8 8 8 8 0 24 0 0 0 0 0 0 0
    0x2b 24 tc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0
    0x2c 24 tc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0
    0x2d 24 tc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0
    0x2e 24 tc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0
    0x2f 24 tc 0 32 0 r y . 8 8 8 8 0 24 8 0 0 0 0 2 1
    0x30 24 tc 0 32 0 r . . 8 8 8 8 0 24 8 0 0 0 0 2 1
    0x31 24 tc 0 32 0 r y . 8 8 8 8 0 24 0 0 0 0 0 2 1
    0x32 24 tc 0 32 0 r . . 8 8 8 8 0 24 0 0 0 0 0 2 1
    0x33 24 tc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0
    0x34 24 tc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0
    0x35 24 tc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0
    0x36 24 tc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0
    0x37 24 tc 0 32 0 r y . 8 8 8 8 0 24 8 0 0 0 0 4 1
    0x38 24 tc 0 32 0 r . . 8 8 8 8 0 24 8 0 0 0 0 4 1
    0x39 24 tc 0 32 0 r y . 8 8 8 8 0 24 0 0 0 0 0 4 1
    0x3a 24 tc 0 32 0 r . . 8 8 8 8 0 24 0 0 0 0 0 4 1
    0x3b 24 tc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0
    0x3c 24 tc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0
    0x3d 24 tc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0
    0x3e 24 tc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0
    0x3f 24 tc 0 32 0 r y . 8 8 8 8 0 24 8 0 0 0 0 6 1
    0x40 24 tc 0 32 0 r . . 8 8 8 8 0 24 8 0 0 0 0 6 1
    0x41 24 tc 0 32 0 r y . 8 8 8 8 0 24 0 0 0 0 0 6 1
    0x42 24 tc 0 32 0 r . . 8 8 8 8 0 24 0 0 0 0 0 6 1
    0x43 24 tc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0
    0x44 24 tc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0
    0x45 24 tc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0
    0x46 24 tc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0
    0x47 24 tc 0 32 0 r y . 8 8 8 8 0 24 8 0 0 0 0 8 1
    0x48 24 tc 0 32 0 r . . 8 8 8 8 0 24 8 0 0 0 0 8 1
    0x49 24 tc 0 32 0 r y . 8 8 8 8 0 24 0 0 0 0 0 8 1
    0x4a 24 tc 0 32 0 r . . 8 8 8 8 0 24 0 0 0 0 0 8 1
    0x4b 24 dc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0
    0x4c 24 dc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0
    0x4d 24 dc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0
    0x4e 24 dc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0
    0x4f 24 dc 0 32 0 r y . 8 8 8 8 0 24 8 0 0 0 0 0 0
    0x50 24 dc 0 32 0 r . . 8 8 8 8 0 24 8 0 0 0 0 0 0
    0x51 24 dc 0 32 0 r y . 8 8 8 8 0 24 0 0 0 0 0 0 0
    0x52 24 dc 0 32 0 r . . 8 8 8 8 0 24 0 0 0 0 0 0 0
    0x53 24 dc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0
    0x54 24 dc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0
    0x55 24 dc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0
    0x56 24 dc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0
    0x57 24 dc 0 32 0 r y . 8 8 8 8 0 24 8 0 0 0 0 2 1
    0x58 24 dc 0 32 0 r . . 8 8 8 8 0 24 8 0 0 0 0 2 1
    0x59 24 dc 0 32 0 r y . 8 8 8 8 0 24 0 0 0 0 0 2 1
    0x5a 24 dc 0 32 0 r . . 8 8 8 8 0 24 0 0 0 0 0 2 1
    0x5b 24 dc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0
    0x5c 24 dc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0
    0x5d 24 dc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0
    0x5e 24 dc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0
    0x5f 24 dc 0 32 0 r y . 8 8 8 8 0 24 8 0 0 0 0 4 1
    0x60 24 dc 0 32 0 r . . 8 8 8 8 0 24 8 0 0 0 0 4 1
    0x61 24 dc 0 32 0 r y . 8 8 8 8 0 24 0 0 0 0 0 4 1
    0x62 24 dc 0 32 0 r . . 8 8 8 8 0 24 0 0 0 0 0 4 1
    0x63 24 dc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0
    0x64 24 dc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0
    0x65 24 dc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0
    0x66 24 dc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0
    0x67 24 dc 0 32 0 r y . 8 8 8 8 0 24 8 0 0 0 0 6 1
    0x68 24 dc 0 32 0 r . . 8 8 8 8 0 24 8 0 0 0 0 6 1
    0x69 24 dc 0 32 0 r y . 8 8 8 8 0 24 0 0 0 0 0 6 1
    0x6a 24 dc 0 32 0 r . . 8 8 8 8 0 24 0 0 0 0 0 6 1
    0x6b 24 dc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0
    0x6c 24 dc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0
    0x6d 24 dc 0 32 0 r y . 8 8 8 8 0 24 0 16 16 16 16 0 0
    0x6e 24 dc 0 32 0 r . . 8 8 8 8 0 24 0 16 16 16 16 0 0
    0x6f 24 dc 0 32 0 r y . 8 8 8 8 0 24 8 0 0 0 0 8 1
    0x70 24 dc 0 32 0 r . . 8 8 8 8 0 24 8 0 0 0 0 8 1
    0x71 24 dc 0 32 0 r y . 8 8 8 8 0 24 0 0 0 0 0 8 1
    0x72 24 dc 0 32 0 r . . 8 8 8 8 0 24 0 0 0 0 0 8 1
    0xc4 32 tc 0 32 0 r . . 8 8 8 8 0 24 0 0 0 0 0 4 1

     

    EDIT: Added info about logs.

  10. I have:

    1. Checked the file permissions on my project. I have write and read permissons ... I allso tried chmod 777.

    2. Reinstalled Leadwerks (on my vanilla ubuntu running Unity).

    3. Created a brand new project after the reinstall:

     

    ls -al ~/Documents/Leadwerks/Projects/bughunt/
    total 668
    drwxrwxr-t 12 codeape codeape   4096 sep 15 22:32 .
    drwxrwxr-t  4 codeape codeape   4096 sep 15 22:31 ..
    -rw-rw-r--  1 codeape codeape	  0 sep 15 22:32 bughunt.brk
    -rw-rw-r--  1 codeape codeape    241 sep 15 22:32 bughunt.werk
    drwxrwxr-t  2 codeape codeape   4096 sep 15 22:31 Fonts
    -rwxrwxr-x  1 codeape codeape  69867 sep 15 22:31 libsteam_api.so
    -rwxrwxr-x  1 codeape codeape 343552 sep 15 22:31 lua51.dll
    drwxrwxr-t  2 codeape codeape   4096 sep 15 22:31 Maps
    drwxrwxr-t 11 codeape codeape   4096 sep 15 22:31 Materials
    drwxrwxr-t  7 codeape codeape   4096 sep 15 22:31 Models
    drwxrwxr-t  5 codeape codeape   4096 sep 15 22:31 Prefabs
    -rwxrwxr-x  1 codeape codeape   4816 sep 15 22:31 projecticon.png
    -rwxrwxr-x  1 codeape codeape  87528 sep 15 22:31 projecticon.tex
    drwxrwxr-t  4 codeape codeape   4096 sep 15 22:31 Projects
    drwxrwxr-t  5 codeape codeape   4096 sep 15 22:31 Scripts
    drwxrwxr-t 10 codeape codeape   4096 sep 15 22:31 Shaders
    drwxrwxr-t  8 codeape codeape   4096 sep 15 22:31 Sound
    drwxrwxr-t  2 codeape codeape   4096 sep 15 22:31 Source
    -rwxrwxr-x  1 codeape codeape 106920 sep 15 22:31 steam_api.dll
    -rwxrwxr-x  1 codeape codeape	  3 sep 15 22:31 steam_appid.txt
    -rw-rw-r--  1 codeape codeape	  0 sep 15 22:31 update.log

     

    Even with this new project that has no changes at all (no new code, no new resources like textures and models) I still get SIGSEGV when I try to open things like ~/Documents/Leadwerks/Projects/bughunt/Materials/Concrete/concrete_dirty_diff.tex (double clicking in the assets tab or right clicking on the asset an choosing Edit).

  11. Thanks macklebee,

     

    I used your script straight off. Ok, almost no changes. I changed the name to gradient.shader. I did not replace drawprimitive.shader.

     

    I ended upp with code looking like this ... and it works perfectly:

     

    Branch::BranchLoop::BranchLoop(Leadwerks::Context * ctx, Leadwerks::Window *win,
    Leadwerks::Camera *cam)
    {
    ...
    rshader = Leadwerks::Shader::Load("Resources/Gradient/gradient.shader");
    }
    ...
    void Branch::BranchLoop::postRenderUpdate() {
    Leadwerks::Shader *old = context->GetShader();
    context->SetColor(1.0, 1.0, 1.0, 1.0);
    rshader->SetVec4("endcolor", Leadwerks::Vec4(0.0, 0.0, 1.0, 1.0));
    rshader->SetInt("horizontal", 0);
    context->SetShader(rshader);
    context->DrawRect(350, 350, 200, 20);
    context->SetShader(old);
    }
    

     

    I experimented a bit and discovered that if I took care of setting all uniforms before I made my rshader the current shader I got a nice color gradient when I called DrawRect.

  12. I am a bit of a GLSL noob. You are the experts so this is probably easy to answer. biggrin.png

     

    I want to draw a 2D color gradient (as part of the ui) on screen. Lets say I want the gradient to be drawn at x: 100 y:100

    and have a with of 200 and a height 50.

     

    I guess I would have x, y, width and height as uniforms in my shader (I will figure out the rest of the glsl later on).

     

    Ok now for one of the questions. Should I use SetShader on Leadwerks::Context to apply my shader? Something like this:

     

    Leadwerks::Shader *myShader;
    Leadwerks::Context *context;
    ...
    myShader->SetInt("pos_x", 100);
    myShader->SetInt("pos_x", 100);
    myShader->SetInt("dim_width", 200);
    myShader->SetInt("dim_height", 50);
    context->SetShader(myShader);
    
    

     

    Another question is. Should I set the shader before or after world->Render(); My guess is after.

     

    And yes, I want to use a shader. biggrin.png

     

    Thank you for all the help I can get.

  13. Here is ltrace output from Leadwerks right befdore crash:

     

    gtk_label_set_text(0xc029b00, 0xbac8eb0, 0xfff5f948, 0x87f7354 <unfinished ...>
    g_direct_hash(0xc029b00, 81, 0xfff5f67f, 0xf6f159d4) = 0xc029b00
    <... gtk_label_set_text resumed> )			   = 2
    free(0xbac8ea8)								  = <void>
    malloc(264)									  = 0xe816400
    free(0xe8ea8e0)								  = <void>
    __xstat(3, "/home/codeape/src/git/leadwerks/"..., 0xfff5f8d8) = 0
    malloc(300)									  = 0xe66ba00
    memset(0xe66ba28, '\0', 256)					 = 0xe66ba28
    localtime(0xfff5f964)						    = 0xf6c60780
    malloc(38)									   = 0xe66bb30
    free(0xe65d800)								  = <void>
    strftime("september:03:2014:21:07:07", 256, "%B:%d:%Y:%H:%M:%S", 0xf6c60780) = 26
    strlen("september:03:2014:21:07:07")			 = 26
    __ctype_b_loc()								  = 0xf642f82c
    __ctype_b_loc()								  = 0xf642f82c
    memcpy(0xd74cf9c, "s\0e\0p\0t\0e\0m\0b\0e\0r\0", 18) = 0xd74cf9c
    memcpy(0xd74cfae, " \0", 2)					  = 0xd74cfae
    memcpy(0xe6efddc, "s\0e\0p\0t\0e\0m\0b\0e\0r\0 \0", 20) = 0xe6efddc
    memcpy(0xe6efdf0, "3\0", 2)					  = 0xe6efdf0
    memcpy(0xe6efc2c, "s\0e\0p\0t\0e\0m\0b\0e\0r\0 \03\0", 22) = 0xe6efc2c
    memcpy(0xe6efc42, ",\0 \0", 4)				   = 0xe6efc42
    memcpy(0xe6ef83c, "s\0e\0p\0t\0e\0m\0b\0e\0r\0 \03\0,\0 \0", 26) = 0xe6ef83c
    memcpy(0xe6ef856, "2\00\01\04\0", 8)			 = 0xe6ef856
    memcpy(0x9973f1c, "s\0e\0p\0t\0e\0m\0b\0e\0r\0 \03\0,\0 \02\00\01\0"..., 34) = 0x9973f1c
    memcpy(0x9973f3e, ",\0 \0", 4)				   = 0x9973f3e
    __ctype_b_loc()								  = 0xf642f82c
    __ctype_b_loc()								  = 0xf642f82c
    __ctype_b_loc()								  = 0xf642f82c
    __ctype_b_loc()								  = 0xf642f82c
    memcpy(0xe674f2c, "9\0", 2)					  = 0xe674f2c
    memcpy(0xe674f2e, ":\0", 2)					  = 0xe674f2e
    memcpy(0xe63858c, "9\0:\0", 4)				   = 0xe63858c
    memcpy(0xe638590, "0\07\0", 4)				   = 0xe638590
    memcpy(0xe67373c, "9\0:\00\07\0", 8)			 = 0xe67373c
    memcpy(0xe673744, " \0P\0.\0M\0.\0", 10)		 = 0xe673744
    memcpy(0xaf2655c, "s\0e\0p\0t\0e\0m\0b\0e\0r\0 \03\0,\0 \02\00\01\0"..., 38) = 0xaf2655c
    memcpy(0xaf26582, "9\0:\00\07\0 \0P\0.\0M\0.\0", 18) = 0xaf26582
    memcpy(0x94f976c, "F\0i\0l\0e\0 \0l\0a\0s\0t\0 \0s\0a\0v\0e\0d\0 \0"..., 32) = 0x94f976c
    memcpy(0x94f978c, "s\0e\0p\0t\0e\0m\0b\0e\0r\0 \03\0,\0 \02\00\01\0"..., 56) = 0x94f978c
    memset(0xe6ec618, '\0', 132)					 = 0xe6ec618
    malloc(65)									   = 0xe65e488
    gtk_label_set_text(0xbb8bf30, 0xe65e490, 0, 0x82ef3bd <unfinished ...>
    g_direct_hash(0xbbb5130, 5, 56, 0xf751e952)	  = 0xbbb5130
    g_direct_hash(0xbbb5130, 0xbbb5130, 0, 0xf74b3d50) = 0xbbb5130
    g_direct_hash(0xbb8bf30, 91, 0, 0xf6f159d4)	  = 0xbb8bf30
    <... gtk_label_set_text resumed> )			   = 2
    free(0xe65e488)								  = <void>
    malloc(21)									   = 0xe8ea8e0
    gtk_label_set_text(0xbbb5030, 0xe8ea8f0, 0, 0x82ef3bd <unfinished ...>
    g_direct_hash(0xbbb5030, 91, 0, 0xf6f159d4)	  = 0xbbb5030
    <... gtk_label_set_text resumed> )			   = 2
    free(0xe8ea8e0)								  = <void>
    malloc(21)									   = 0xe8ea8e0
    gtk_label_set_text(0xbbb50b0, 0xe8ea8f0, 0, 0x82ef3bd <unfinished ...>
    g_direct_hash(0xbbb50b0, 91, 0, 0xf6f159d4)	  = 0xbbb50b0
    <... gtk_label_set_text resumed> )			   = 2
    free(0xe8ea8e0)								  = <void>
    gtk_widget_show(0xbb8bf30, 0xe8ea8f0, 0, 0x82ef3bd) = 1
    gtk_widget_hide(0xbbb5030, 0xe8ea8f0, 0, 0x82ef3bd) = 0
    gtk_widget_hide(0xbbb50b0, 0xe8ea8f0, 0, 0x82ef3bd) = 0
    malloc(264)									  = 0xe66be00
    free(0xddff1b0)								  = <void>
    __xstat(3, "/home/codeape/src/git/leadwerks/"..., 0xfff5f8d8) = 0
    __sprintf_chk(0xfff5f8fc, 1, 64, 0x8831d1d)	  = 10
    strlen("682,859375")							 = 10
    --- SIGSEGV (Segmentation fault) ---
    

     

     

    I am not allowed to attach the log file.

  14. Here is a strace output from Leadwerks right befdore crash:

     

    recvmsg(35, 0xffbe87c4, 0)			 = -1 EAGAIN (Resource temporarily unavailable)
    recvmsg(17, 0xffbe8914, 0)			 = -1 EAGAIN (Resource temporarily unavailable)
    recvmsg(35, 0xffbe8894, 0)			 = -1 EAGAIN (Resource temporarily unavailable)
    clock_gettime(CLOCK_MONOTONIC, {7867, 480805785}) = 0
    poll([{fd=36, events=POLLIN}, {fd=35, events=POLLIN}], 2, 0) = 0 (Timeout)
    read(36, 0xffbe8adc, 16)			 = -1 EAGAIN (Resource temporarily unavailable)
    clock_gettime(CLOCK_MONOTONIC, {7867, 480956801}) = 0
    stat64("/home/codeape/src/git/leadwerks/branch/Materials/Concrete/concrete_dirty_diff.tex", {st_mode=S_IFREG|0775, st_size=699248, ...}) = 0
    stat64("/home/codeape/src/git/leadwerks/branch/Materials/Concrete/concrete_dirty_diff.tex", {st_mode=S_IFREG|0775, st_size=699248, ...}) = 0
    stat64("/etc/localtime", {st_mode=S_IFREG|0644, st_size=1892, ...}) = 0
    stat64("/home/codeape/src/git/leadwerks/branch/Materials/Concrete/concrete_dirty_diff.tex", {st_mode=S_IFREG|0775, st_size=699248, ...}) = 0
    --- SIGSEGV {si_signo=SIGSEGV, si_code=SEGV_MAPERR, si_addr=0x7b} ---
    sigreturn()							 = 231639184
    

     

    I am not allowed to attach the full log though =(

  15. By running steam from a terminal i could see that Leadwerks gets a Segmentation fault:

     

    Game update: AppID 251810 "Leadwerks Game Engine", ProcID 3019, IP 0.0.0.0:0
    ERROR: ld.so: object '/home/codeape/.steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
    ERROR: ld.so: object '/home/codeape/.steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
    ERROR: ld.so: object '/home/codeape/.steam/ubuntu12_64/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS64): ignored.
    Gtk-Message: Failed to load module "overlay-scrollbar"
    Gtk-Message: Failed to load module "unity-gtk-module"
    (Leadwerks:3021): Gtk-WARNING **: Unable to locate theme engine in module_path: "oxygen-gtk",
    (Leadwerks:3021): Gtk-WARNING **: Unable to locate theme engine in module_path: "oxygen-gtk",
    Fontconfig error: "/etc/fonts/conf.d/10-scale-bitmap-fonts.conf", line 70: non-double matrix element
    Fontconfig error: "/etc/fonts/conf.d/10-scale-bitmap-fonts.conf", line 70: non-double matrix element
    Fontconfig warning: "/etc/fonts/conf.d/10-scale-bitmap-fonts.conf", line 78: saw unknown, expected number
    Setting breakpad minidump AppID = 251810
    Steam_SetMinidumpSteamID:  Caching Steam ID:  76561197971687148 [API loaded no]
    Initializing OpenGL4 graphics driver...
    OpenGL version 431
    GLSL version 430
    Device: AMD Radeon HD 5700 Series
    Loading texture "/home/codeape/src/git/leadwerks/branch/Materials/Common/bfn.tex"...
    Loading shader "/home/codeape/src/git/leadwerks/branch/Shaders/Editor/terraintool.shader"...
    Loading shader "/home/codeape/src/git/leadwerks/branch/Shaders/Editor/wireframe.shader"...
    Loading shader "/home/codeape/src/git/leadwerks/branch/Shaders/Editor/solid.shader"...
    Loading shader "/home/codeape/src/git/leadwerks/branch/Shaders/Model/default.shader"...
    Loading shader "/home/codeape/src/git/leadwerks/branch/Shaders/Editor/grid.shader"...
    Loading shader "/home/codeape/src/git/leadwerks/branch/Shaders/Lighting/ambientlight.shader"...
    Loading font "/usr/share/fonts/truetype/ubuntu-font-family/Ubuntu-L.ttf"...
    Loading shader "/home/codeape/src/git/leadwerks/branch/Shaders/Drawing/drawtext.shader"...
    Loading shader "/home/codeape/src/git/leadwerks/branch/Shaders/Drawing/drawprimitive.shader"...
    Loading shader "/home/codeape/src/git/leadwerks/branch/Shaders/Editor/skybox.shader"...
    Loading shader "/home/codeape/src/git/leadwerks/branch/Shaders/Misc/occlusionquery.shader"...
    Loading shader "/home/codeape/src/git/leadwerks/branch/Shaders/Model/Shadow/shadow.shader"...
    Loading shader "/home/codeape/src/git/leadwerks/branch/Shaders/Lighting/directionallight.shader"...
    Loading shader "/home/codeape/src/git/leadwerks/branch/Shaders/Drawing/drawimage.shader"...
    Synchronizing Workshop Files...
    Loading material "/home/codeape/src/git/leadwerks/branch/Materials/Icons/DirectionalLight.mat"...
    Loading shader "/home/codeape/src/git/leadwerks/branch/Shaders/Editor/sprite.shader"...
    Loading texture "/home/codeape/src/git/leadwerks/branch/Materials/Icons/DirectionalLight.tex"...
    Loading material "/home/codeape/src/git/leadwerks/branch/Materials/Concrete/concrete_dirty.mat"...
    Loading texture "/home/codeape/src/git/leadwerks/branch/Materials/Concrete/concrete_dirty_diff.tex"...
    Loading texture "/home/codeape/src/git/leadwerks/branch/Materials/Concrete/concrete_dirty_dot3.tex"...
    Loading texture "/home/codeape/src/git/leadwerks/branch/Materials/Concrete/concrete_dirty_spec.tex"...
    Loading shader "/home/codeape/src/git/leadwerks/branch/Shaders/Model/diffuse+normal+specular.shader"...
    Loading shader "/home/codeape/src/git/leadwerks/branch/Shaders/Lighting/directionallight.shader"...
    Segmentation fault (core dumped)
    Game removed: AppID 251810 "Leadwerks Game Engine", ProcID 3021
    

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