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Setting a light to Static crashes engine.


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Posted

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;
}

 

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Posted

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.

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

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