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General Puzzles V2 #353
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If you need the 3D scene, use |
Thanks a lot |
The texture format of the RenderPath3D post process is not something that can be saved to an image file right now. The image saving is for more regular formats like R8G8B8_UNORM and some block compressed formats with basis universal. There needs to be an other way of debugging this, check how the last postprocess rt is got from the render path, or try getting a different texture from RenderPath3D, for example the RenderPath3D::rtMain should be good for testing. |
I added support for additional formats for texture saving in this commit: ddb2248 |
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This would be the simplest way of drawing a full screen image inside a renderpass and force it to be opaque: wiImageParams fx;
fx.enableFullScreen(); // this is the most optimal setting for full screen image
fx.blendFlag = BLENDMODE_OPAQUE; // this will make it not use the texture's alpha, result will be always non-transparent
wiImage::Draw(&texture, fx, cmd); |
Thanks for details, I created a new renderpass, using the depth texture of Renderpath3D and myself created Render target color texture as attachments. And then I Call wiImage::draw as you said,still get black. I suspect the Imgui isn't integrated perfectly to wi Engine, Or I need do more test to make it to work |
Hi, how can I add a second or multi cameras to scene and switch among them? |
You can add multiple camera proxies to the This lua script for example animates the main camera between several different cameras in the scene (assuming the scene has cameras in it named cam0, cam1, cam2.... camN): https://github.com/turanszkij/WickedEngine/blob/master/Content/scripts/camera_animation_clamped.lua |
Nice day, I'm confused about rendering a scene to texture(RenderTexture) using one camera, and rendering the output texture to the scene, just like a TV screen in the scene . I have tried to use two RenderPath3D, one for output texture, another is for rendering the texture to TV screen in the scene. but failed to run. Need I override the RenderPath and implement myself another one? |
This is quite advanced and there is no example for this, so you'll have to experiment. You can use multiple render paths, each having it's own camera, scene and rendering resolution, and get their final texture. But you can also implement a custom render to texture inside the renderpath too. For that, you can look at how the planar reflections are implemented, which is an effect that renders the scene from an other camera (but in a simpler way, without post processing and screen space effects). For implementing something advanced like this and things don't work, you will need to use a graphics debugger. |
Thanks,I will do more experiments |
Hi, in the first case it looks like you don't have the object selected, but the light, that's why it's failing "no MeshComponent provided" assert. In the second case I don't know. About the terrain displacement, it looks like terrain currently doesn't support tessellation (when "terrain" is enabled for the MeshComponent). I will implement this later. You can also disable "terrain" feature of the mesh in the editor Mesh window. It will disable material blending, but it will still have the same geometry and tessellation support. |
This commit fixes the Y slider bug and a problem with "triangle mesh" type physics: 313fd0c The convex hull physics hanging issue didn't occur for me. It is pretty slow in Debug build to calculate a convex hull, but it does finish. It is much faster in Release build. By the way, for a terrain (or any concave mesh) the convex hull physics collider will not work very well. |
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Thanks always, I imagine the trail flame of aircraft, the color may be white to blue or to other color gradient |
Nice, if you want this in Debug mode, you will also need to put the lib and dlls in similar directories, just replacing
Yeah this is a good idea and wouldn't be hard to implement, just not sure what's the best way to allow configuring this in the emitter. |
Hi, I need help when I'm trying to make a triangle or some other polygon manually, the case is following
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Hi,I met some problems, This is rendered by blender in Eevee, |
Thanks, maybe I missed some settings and difference between blender eevee and WickedEngine, I'll do more experiment to make it looks similar |
Hi there, How can I get the texture of final RenderTarget after postprocessing, I need draw the texture on Imgui::Image
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