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18 Comments


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Rick

Posted

Is DrawEach added as a entity callback in lua also like Update()?

Admin

Posted

It was already in Lua.

macklebee

Posted

Does the 'improved raycast performance' refer to loading the raycast structure when the model is first loaded to prevent the stutter caused by first raycast?

Admin

Posted

Yes, that's exactly what that means.

Rick

Posted

Are you referring to the Flip hook? That's global isn't it, I guess I was thinking this was a per entity callback.

Josh

Posted

There's an object:DrawEach(camera) function you can declare in Lua. I recommend the object:Draw() function for animation, since it will only get called once per render, and DrawEach() can be called multiple times.

Rick

Posted

Wait, I guess I'm thinking this is for the 2D drawing, but I assume I'm incorrect.

Josh

Posted

It's a callback that gets run when the entity is actually culled in the rendering process. Once it is determined this entity is visible, the Draw() and DrawEach() functions will be called. (The Draw() function only gets called once per render, so it won't be called again if an entity is rendered by two cameras or two light sources). This is useful for animation, because you can perform animation only when you are sure an entity is going to be drawn.

Naughty Alien

Posted

..hi guys..i haven't do any updates for ages, so it seems I have missed few versions..so, where i can get Updater, so i can download 2.43 ? I have lost my track a bit :)

 

EDIT:

..ah..got it..sory.. :)

LordHippo

Posted

improved raycast performance

 

Really nice. Waiting for that a long time :)

Flexman

Posted

It's eliminated the bulk of the pausing on our games firing range, when you are spraying lots of lead around it was pretty annoying.

 

And the AABB fix solved AOE damage testing too. Only thing I still have problems with are coronas, I'll look at those later.

 

Can the new DrawEach() be used to paint different skins on player vehicles you think?

Josh

Posted

No, because

Can the new DrawEach() be used to paint different skins on player vehicles you think?

That won't work. It would be just the same as if you had applied a material outside the render call.

macklebee

Posted

wrong renderer.bmx file released btw... and the corona's AABB is still referencing the origin

Guest Red Ocktober

Posted

there seems to be a problem with the water reflections... (c++ coded)...Water Reflections Bug

 

--Mike

Admin

Posted

Thanks for the report.

Guest Red Ocktober

Posted

seems like the above mentioned issue only appears if the amplitude is set really high... like fw.renderer.SetWaterAmplitude(64.6)

 

--Mike

Eagle

Posted

Thanks for putting in the work for this new update you are Awesome!

 

PS: how do you get to the updater?

 

Always~

Vickie :blink:

Guest
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