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In 1.03 after a last update 3D camera renders a black screen when there is a UI camera


Go to solution Solved by Josh,

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Posted

Example:

#include "UltraEngine.h"

using namespace UltraEngine;


int main(int argc, const char* argv[])
{
    //Get the displays
    auto displays = GetDisplays();

    //Create a window
    auto window = CreateWindow("Ultra Engine", 0, 0, 1920, 1080, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);

    //Create a framebuffer
    auto framebuffer = CreateFramebuffer(window);

    //Create a world
    auto world = CreateWorld();

    //Create a camera    
    auto camera = CreateCamera(world);
    camera->SetClearColor(0.6);
    camera->SetFov(90);
    camera->SetRotation(54.736f, 45, 0);
    camera->SetPosition(0, 4, 0);

    auto sz = framebuffer->GetSize();

    // Load a font
    auto font = LoadFont("Fonts/arial.ttf");

    // Create user interface
    auto ui = CreateInterface(world, font, framebuffer->GetSize());
    ui->SetRenderLayers(2);
    ui->root->SetColor(0.0f, 0.0f, 0.0f, 0.0f);

    // Create ui camera
    auto uiCamera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC);
    uiCamera->SetPosition(float(framebuffer->GetSize().x) * 0.5f, float(framebuffer->GetSize().y) * 0.5f, 0);
    uiCamera->SetRenderLayers(2);
    uiCamera->SetClearMode(CLEAR_DEPTH);

    //Create light
    auto light = CreateBoxLight(world);
    light->SetRange(-100, 100);
    light->SetArea(100, 100);
    light->SetRotation(35, 35, 0);
    light->SetColor(2);

    //Main loop
    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
    {  
        world->Update();
        world->Render(framebuffer, false);
    }
    return 0;
}

 

Posted

It's the GUI background you are seeing. What was the behavior before? Did panels use alpha blending?

#include "UltraEngine.h"

using namespace UltraEngine;


int main(int argc, const char* argv[])
{
    //Get the displays
    auto displays = GetDisplays();

    //Create a window
    auto window = CreateWindow("Ultra Engine", 0, 0, 1024, 768, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);

    //Create a framebuffer
    auto framebuffer = CreateFramebuffer(window);

    //Create a world
    auto world = CreateWorld();

    //Create a camera    
    auto camera = CreateCamera(world);
    camera->SetClearColor(0,0,1);
    
    auto sz = framebuffer->GetSize();

    // Load a font
    auto font = LoadFont("Fonts/arial.ttf");

    // Create user interface
    auto ui = CreateInterface(world, font, framebuffer->GetSize());
    ui->SetRenderLayers(2);
    ui->root->SetColor(1,0,0,0);

    // Create ui camera
    auto uiCamera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC);
    uiCamera->SetClearMode(CLEAR_DEPTH);
    uiCamera->SetRenderLayers(2);

    //Main loop
    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
    {
        world->Update();
        world->Render(framebuffer, false);
    }
    return 0;
}

 

My job is to make tools you love, with the features you want, and performance you can't live without.

  • Solution
Posted

The vertex alpha was being set to 1.0 in base_vert.glsl. It should work fine now.

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

Did you sync the project to get the new shader? You don't need to recompile shaders, although that won't hurt anything.

My job is to make tools you love, with the features you want, and performance you can't live without.

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