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by sanguinariojoe
29 Apr 2019, 06:34
Forum: Art & Modelling
Topic: Blender 2.80 s3o import
Replies: 0
Views: 481

Blender 2.80 s3o import

Thanks to Darloth we have a new version of the Blender s3o importer, compatible with both Blender 2.7x and 2.80!

https://github.com/sanguinariojoe/blender_s3o_import
by sanguinariojoe
06 Jun 2018, 15:59
Forum: Engine
Topic: GL 4 Progress and Help
Replies: 19
Views: 4165

Re: GL 4 Progress and Help

I tested the AMD graphica card again, enforcing a GL 4.1 core profile context, and everything worked fine (it has crashed later during a game load due to a LUA error) Summarizing (all in Linux): NVidia, default settings (GL 3.0) = Working fine NVidia, enforcing GL 4.1 core = Fail (No Stencil support...
by sanguinariojoe
06 Jun 2018, 10:21
Forum: Engine
Topic: GL 4 Progress and Help
Replies: 19
Views: 4165

Re: GL 4 Progress and Help

I reopen this topic Kloot, In which point is the GL 4.1 transition? How can we contribute? As far as I can see, in GlobalRendering.cpp GL 3.X contexts are still created (and considered valid) in Linux systems. The engine is working fine with NVidia privative drivers, but in AMD is obviously failing ...
by sanguinariojoe
06 Jun 2018, 08:33
Forum: Linux
Topic: Compilation error reinterpret_cast
Replies: 3
Views: 823

Re: Compilation error reinterpret_cast

I made a PR to fix those constexpr errors:

https://github.com/spring/spring/pull/380
by sanguinariojoe
26 Aug 2017, 12:55
Forum: Lua Scripts
Topic: [Solved] Save texture to file
Replies: 4
Views: 1078

Re: Save texture to file

Thank you man!
by sanguinariojoe
26 Aug 2017, 12:44
Forum: Lua Scripts
Topic: [Solved] Save texture to file
Replies: 4
Views: 1078

[Solved] Save texture to file

Hey Guys!

Is it possible to save a texture into a file using LUA?
by sanguinariojoe
15 Jul 2017, 19:01
Forum: Game Development
Topic: LuaMenu documentation
Replies: 7
Views: 841

Re: LuaMenu documentation

Yeah, I think I'm changing my mind! Maybe adding it inside chobby would be the best option!

---

P.S. I cannot test it because it is failing downloading Zero-K $VERSION
P.S.2 I finally downloaded the GitHUB repo. Now I have problems with the AI :?
by sanguinariojoe
15 Jul 2017, 17:48
Forum: Game Development
Topic: LuaMenu documentation
Replies: 7
Views: 841

Re: LuaMenu documentation

BTW, is it not a copyright flaw setting date="in the future"? (see for instance gui_chili_lobby.lua)

It's something like stating it will be GPLv2 in the future, right?
by sanguinariojoe
15 Jul 2017, 17:33
Forum: Game Development
Topic: LuaMenu documentation
Replies: 7
Views: 841

Re: LuaMenu documentation

Thanks man! I already knew chobby, but actually I'm not pretty sure how it works, but I'm making slight progresses anyway. Right now, I focus in creating a Spring:1944 campaign lobby, not even with online mode yet... Depending on the result, maybe it can be integrated in Chobby later. And of course,...
by sanguinariojoe
14 Jul 2017, 17:07
Forum: Engine
Topic: GL 4.1 in a different branch
Replies: 4
Views: 1314

Re: GL 4.1 in a different branch

You clearly formed your opinion based on a development build created before the 104 release was discussed a week ago In fact my bad, I did not even knew you are collecting the minutes. I like it! Keeping GL 3 until 104 is released is quite good, no doubt. Anyway, I'm still thinking you should not a...
by sanguinariojoe
14 Jul 2017, 13:46
Forum: Engine
Topic: GL 4.1 in a different branch
Replies: 4
Views: 1314

GL 4.1 in a different branch

OK, following the suggestion of Hokomoko, I'm moving this discussion to the forum... May you please add a link to this topic in the issue report? https://springrts.com/mantis/view.php?id=5650 That's pretty clear to me that asking for GL 4.1, while you are not prepared to do that, is not a good movem...
by sanguinariojoe
11 Jul 2017, 18:55
Forum: Game Development
Topic: LuaMenu documentation
Replies: 7
Views: 841

LuaMenu documentation

Hey guys

There is some documentation on how LuaMenu works? How can I create a new menu?
by sanguinariojoe
09 Jun 2017, 08:52
Forum: Game Development
Topic: Read if deferred rendering is enabled
Replies: 2
Views: 413

Re: Read if deferred rendering is enabled

That's what I was looking for! Thank you!
by sanguinariojoe
08 Jun 2017, 14:07
Forum: Game Development
Topic: Read if deferred rendering is enabled
Replies: 2
Views: 413

Read if deferred rendering is enabled

Hey guys!

There is a way from LUA to know wether deferred rendering is enabled (and running) or not?

Thanks!
by sanguinariojoe
30 May 2017, 09:00
Forum: Game Development
Topic: Create new depth buffer from LUA
Replies: 9
Views: 1366

Re: Create new depth buffer from LUA

Thanks man! I'll try ASAP
by sanguinariojoe
29 May 2017, 21:30
Forum: Game Development
Topic: Create new depth buffer from LUA
Replies: 9
Views: 1366

Re: Create new depth buffer from LUA

those can write to the model g-buffer too.
Where may I find an example? because I'm failing miserably
There is no callout to combine the map and model buffer components into one, mostly due to lack of demand.
That's a pity...
by sanguinariojoe
29 May 2017, 13:27
Forum: Game Development
Topic: Create new depth buffer from LUA
Replies: 9
Views: 1366

Re: Create new depth buffer from LUA

I'm already using those... However:
* They should be blended, wasting time and resources
* Depending whether you are using a custom shader or not, some object may not be included
* I have problems with some drivers (e.g. NVidia Quadro 2000, Ubuntu 16.04)
by sanguinariojoe
29 May 2017, 12:51
Forum: Game Development
Topic: Create new depth buffer from LUA
Replies: 9
Views: 1366

Re: Create new depth buffer from LUA

Finally I used gl.CopyToTexture, which is working like a charm.
Is there an equivalent way to get the smoothed normals map?
by sanguinariojoe
12 Apr 2017, 16:13
Forum: Game Development
Topic: Create new depth buffer from LUA
Replies: 9
Views: 1366

Create new depth buffer from LUA

Hey guys! I'm implementing SSAO for s44, and I'm having some troubles... First, is that I have a map depth buffer, and a model depth buffer, so I should blend both to generate the global depth buffer. Even worst, there are some "features" which are not never drawn in such buffers, like trees. Do you...

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