reepblue Posted October 13, 2023 Posted October 13, 2023 I'm playing around with the editor and noticed when I set a light (Such as a point light) to static, my app crashes as soon as it renders in the camera. I'm noticing this from the editor, but I think this example will reproduce the results when pressing space. #include "UltraEngine.h" #include "Components/Motion/Mover.hpp" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Plugin for texture loading auto plugin = LoadPlugin("Plugins/FITextureLoader"); //Get display auto displays = GetDisplays(); //Create window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_TITLEBAR | WINDOW_CENTER); //Create framebuffer auto framebuffer = CreateFramebuffer(window); //Create world auto world = CreateWorld(); world->SetAmbientLight(0.1); world->RecordStats(true); //Create camera auto camera = CreateCamera(world); camera->SetClearColor(0.25); camera->SetPosition(0, 2, 0); camera->Move(0, 0, -5); //Build scene auto tunnel = LoadModel(world, "https://github.com/UltraEngine/Documentation/raw/master/Assets/Models/Underground/tunnel_t.glb"); tunnel->SetRotation(0, 180, 0); tunnel->Staticize(); auto cage = LoadModel(world, "https://github.com/UltraEngine/Documentation/raw/master/Assets/Models/Underground/fancage.glb"); cage->Staticize(); auto fan = LoadModel(world, "https://github.com/UltraEngine/Documentation/raw/master/Assets/Models/Underground/fanblades.glb"); fan->SetPosition(0, 2, 0); auto mover = fan->AddComponent<Mover>(); mover->rotation.z = 300; auto light = CreatePointLight(world); light->SetColor(2, 2, 2); light->SetRange(10); light->SetPosition(0, 2, 2); light->SetColor(4.0); //Display text auto orthocam = CreateCamera(world, PROJECTION_ORTHOGRAPHIC); orthocam->SetClearMode(CLEAR_DEPTH); orthocam->SetRenderLayers(128); orthocam->SetPosition(float(framebuffer->size.x) * 0.5, float(framebuffer->size.y) * 0.5f); auto font = LoadFont("Fonts/arial.ttf"); auto text = CreateSprite(world, font, "Shadow polygons: 0", 14.0 * displays[0]->scale); text->SetPosition(2, framebuffer->size.y - 16.0f * displays[0]->scale); text->SetRenderLayers(128); auto text2 = CreateSprite(world, font, "Press space to make the light static.", 14.0 * displays[0]->scale); text2->SetPosition(2, framebuffer->size.y - 16.0f * 2.0f * displays[0]->scale); text2->SetRenderLayers(128); //Main loop while (!window->KeyHit(KEY_ESCAPE) and !window->Closed()) { world->Update(); world->Render(framebuffer); if (window->KeyHit(KEY_SPACE)) { light->Staticize(); text2->SetHidden(true); } text->SetText("Shadow polygons: " + String(world->renderstats.shadowpolygons)); } return 0; } Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon!
Josh Posted October 13, 2023 Posted October 13, 2023 The code example is working fine for me. The editor doesn't actually set anything to be static in-editor, it just stores a value that goes into the map file. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
reepblue Posted October 13, 2023 Author Posted October 13, 2023 This map demonstrates the crash. lighttest.zip 1 Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon!
Solution Josh Posted October 13, 2023 Solution Posted October 13, 2023 Issue is fixed, compiling the static lib now... Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Josh Posted October 13, 2023 Posted October 13, 2023 update is available now 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without.
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