SpiderPig Posted April 10, 2024 Posted April 10, 2024 The 3D scene vanishes in this example with MSAA enabled. #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0]); //Create framebuffer auto framebuffer = CreateFramebuffer(window); //Create world auto world = CreateWorld(); //Create main camera auto camera = CreateCamera(world); camera->SetPosition(0, 0, -3); //Create a model auto box = CreateBox(world); //Create a light auto light = CreateBoxLight(world); light->SetRange(-5, 5); light->SetRotation(34, 45, 0); //Load a font auto font = LoadFont("Fonts/arial.ttf"); //Create user interface with a semi-transparent background auto ui = CreateInterface(world, font, framebuffer->size); ui->background->SetColor(0, 0, 0, 0.5); //Create widget iVec2 sz = ui->background->ClientSize(); auto button = CreateButton("Button", sz.x / 2 - 75, sz.y / 2 - 15, 150, 30, ui->background); //Create camera auto orthocamera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC); orthocamera->SetMSAA(4); orthocamera->SetClearMode(CLEAR_DEPTH); orthocamera->SetPosition(float(framebuffer->size.x) * 0.5f, float(framebuffer->size.y) * 0.5f, 0); //UI will only appear in orthographic camera orthocamera->SetRenderLayers(2); ui->SetRenderLayers(2); auto sprite = CreateSprite(world, 64, 64); sprite->SetRenderLayers(2); sprite->SetPosition(256, 256); while (true) { box->Turn(0, 1, 0); sprite->Turn(0, 0, 0.25); while (PeekEvent()) { const Event ev = WaitEvent(); switch (ev.id) { case EVENT_WINDOWCLOSE: if (ev.source == window) { return 0; } break; default: ui->ProcessEvent(ev); break; } } world->Update(); world->Render(framebuffer); } return 0; } Quote
Josh Posted April 10, 2024 Posted April 10, 2024 The camera cannot render on top of the background, because it has to render to an MSAA texture. You don't want to use MSAA on GUI cameras for a few reasons. Text is already antialiased. Edges will become blurry. There may be other situations where you do want to use multiple cameras with MSAA, but this is probably not one of them. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without.
SpiderPig Posted April 10, 2024 Author Posted April 10, 2024 Okay. Here's a better example then. No Interface, just a rotating sprite. I'd want to have MSAA working for a camera that renders sprites or any other 3D object on top of a 3D scene. #include "Engine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0]); //Create framebuffer auto framebuffer = CreateFramebuffer(window); //Create world auto world = CreateWorld(); //Create main camera auto camera = CreateCamera(world); camera->SetPosition(0, 0, -3); //Create a model auto box = CreateBox(world); //Create a light auto light = CreateBoxLight(world); light->SetRange(-5, 5); light->SetRotation(34, 45, 0); //Create camera auto orthocamera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC); orthocamera->SetMSAA(4); orthocamera->SetClearMode(CLEAR_DEPTH); orthocamera->SetPosition(float(framebuffer->size.x) * 0.5f, float(framebuffer->size.y) * 0.5f, 0); orthocamera->SetRenderLayers(2); auto sprite = CreateSprite(world, 64, 64); sprite->SetRenderLayers(2); sprite->SetPosition(256, 256); while (true) { box->Turn(0, 1, 0); sprite->Turn(0, 0, 0.25); world->Update(); world->Render(framebuffer); } return 0; } Quote
Solution Josh Posted February 18 Solution Posted February 18 This has been fixed / bypassed with the new implementation of 3D GUIs, which are created on a camera and render after the 3D scene. There is no longer any need for a separate ortho camera. The new Tile class is specifically designed for 2D drawing and can be used in place of 3D sprites. 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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