VeTaL Posted April 23, 2011 Share Posted April 23, 2011 I'm trying to make this code works in LE 2.42 just to test it, but can see nothing TCorona corona = CreateCorona(model); SetCoronaRadius(corona, 10, 20); PaintEntity(corona, LoadMaterial("abstract::flare1.mat")); Also, this example also show me nothing http://leadwerks.com/werkspace/index.php/topic/1158-billboards/page__view__findpost__p__10683 log: Loading material "d:/ik/ikdemo/assets/models/environment/corona/flare1.mat"... Loading texture "d:/ik/ikdemo/assets/models/environment/corona/flare1.dds"... Loading shader "zip::/ik/ikdemo/shaders.pak//corona.vert", "zip::/ik/ikdemo/shaders.pak//corona.frag"... Loading shader "zip::/ik/ikdemo/shaders.pak//guide.vert", "zip::/ik/ikdemo/shaders.pak//editor/guide.frag"... Loading shader "zip::/ik/ikdemo/shaders.pak//terrain/terrain.vert", "zip::/ik/ikdemo/shaders.pak//terrain/terrain.frag"... Loading texture "incbin::noise.dds"... Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
Marleys Ghost Posted April 23, 2011 Share Posted April 23, 2011 Before the data loss, I think Flexman and Paul had voiced concerns over a possible bug with coronas. Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Canardia Posted April 23, 2011 Share Posted April 23, 2011 You need a light for the corona, and you need to position the corona where the light is: TLight lamp = CreatePointLight(); TCorona corona = CreateCorona(lamp); MoveEntity(lamp, Vec3(0,2,2)); PositionEntity(corona, EntityPosition(lamp)); SetCoronaRadius(corona, 10, 20); PaintEntity(corona, LoadMaterial("l:/lesdk541/sdk/models/entities/environment/corona/flare1.mat")); Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Flexman Posted April 23, 2011 Share Posted April 23, 2011 Coronas stopped appearing in the background world. The shaders they use haven't changed so it's likely a change in the engine. And culling can be an issue too. I only just noticed that one last night. Avoid parenting them to objects in different worlds (or at all if you can avoid it). Why is it needed to parent them to light sources now? They are handy for other uses. Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
VeTaL Posted April 24, 2011 Author Share Posted April 24, 2011 I just wanted to see if i can use coronas to debug vertex/bones positions in a model. TLight lamp = CreatePointLight(); TCorona corona = CreateCorona(lamp); MoveEntity(lamp, EntityPosition(rightToe)); PositionEntity(corona, EntityPosition(lamp)); SetCoronaRadius(corona, 1, 5); PaintEntity(corona, LoadMaterial("abstract::flare1.mat")); Now i can see light, but i cant see corona... strange things are happen Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
Canardia Posted April 24, 2011 Share Posted April 24, 2011 Coronas don't show when they are behind or inside a mesh. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
VeTaL Posted April 24, 2011 Author Share Posted April 24, 2011 Ah, ok.. bad idea to use them for debug Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
Flexman Posted April 29, 2011 Share Posted April 29, 2011 Is it possible to disable culling for coronas? I used to have coronas position at or near lights that are often near other entities. For explosions I can't position them at the point of the explosion as the vehicle I'm destroying occludes it, same goes for the emitter in the transparency world. A workaround is to 'lift' the flash over the vehicle, since it only lasts a few frames you don't notice. Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
Josh Posted April 29, 2011 Share Posted April 29, 2011 That would mean if you were behind a building or something, you would see the corona right through it. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Flexman Posted April 29, 2011 Share Posted April 29, 2011 That would mean if you were behind a building or something, you would see the corona right through it. Would it? I thought geometry of the building would mask it if it was? Are they not depth tested if you specify that in the material, it must be because I have a huge corona that acts as a short flash and is correctly masked in the scene by trees, objects etc. unless the exact centre is behind something. As it is, it almost works perfectly for what I needed. Maybe I don't quite fully appreciate how they work, they do have a neat auto-fade so they don't blink, nice touch that. Perhaps what I really need is just a straight billboard with alpha. As a programmer I would like the option of having it show through a house or not via EntityOcclusionMode() but technically Coronas are not true entities. Is it just a bounding box test? Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
Josh Posted April 29, 2011 Share Posted April 29, 2011 Coronas work by performing an occlusion query to see whether they are visible or not. This allows them to shine through a masked texture, like a chain link fence, with per-pixel occlusion. No geometry tests are performed. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Flexman Posted April 29, 2011 Share Posted April 29, 2011 Ahhh, ok interesting. Cheers. Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.