SpiderPig Posted November 21, 2023 Posted November 21, 2023 While the example here works, it seems if you are overlaying an interface over a 3D environment the panel won't show the assigned texture. I first noticed this in my project where I wanted to show the real-time render of a 2nd camera on the panel. #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { auto displays = GetDisplays(); auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0]); auto framebuffer = CreateFramebuffer(window); auto world = CreateWorld(); auto font = LoadFont("Fonts/arial.ttf"); auto ui = CreateInterface(world, font, framebuffer->size); ui->background->SetColor(0, 0, 0, 0); //Create and position camera auto camera = CreateCamera(world); camera->SetPosition(0, 1, -2); int RENDERLAYER_1 = 2; auto ui_camera = CreateCamera(world, UltraEngine::PROJECTION_ORTHOGRAPHIC); ui_camera->SetRenderLayers(RENDERLAYER_1); ui_camera->SetPosition(framebuffer->size.x / 2.0f, framebuffer->size.y / 2.0f); ui_camera->SetClearMode(UltraEngine::CLEAR_DEPTH); auto panel = CreatePanel(0, 0, 512, 512, ui->root); auto tex = LoadTexture("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/Ground/river_small_rocks_diff_4k.dds"); panel->SetTexture(tex); auto box = CreateBox(world); box->SetColor(1, 0, 0); while (true) { while (UltraEngine::PeekEvent()) { auto event = UltraEngine::WaitEvent(); switch (event.id) { case UltraEngine::EVENT_WINDOWCLOSE: if (event.source == window) { return 0; } break; } ui->ProcessEvent(event); } world->Update(); world->Render(framebuffer); } return 0; } Quote
Solution SpiderPig Posted November 24, 2023 Author Solution Posted November 24, 2023 I fixed it auto ui = CreateInterface(world, font, framebuffer->size); ui->background->SetColor(0, 0, 0, 0); ui->SetRenderLayers(RENDERLAYER_1);//<----- Needs this!! 1 Quote
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