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Thread: Esenthel Editor 2.0
Post: RE: Esenthel Editor 2.0
Some time ago I bought the company license in order to add some Editor functionalities, since only the company license includes some editor source code. The question is, is the code written for the ed... |
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Abril |
News |
160 |
135,838 |
09-16-2012, 05:25 PM |
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Thread: Multithreaded custom edit call clarification
Post: RE: Multithreaded custom edit call clarification
(05-26-2012 10:16 AM)Esenthel Wrote: Hello,
EE::Edit::World methods are not thread safe.
If you want to call objCreate by the usage of mtFunc, you may want to try surrounding objCreate calls w... |
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Abril |
Esenthel Store Sources |
5 |
4,983 |
05-28-2012, 10:54 AM |
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Thread: Multithreaded custom edit call clarification
Post: RE: Multithreaded custom edit call clarification
(05-16-2012 11:53 AM)Esenthel Wrote: Yes, mtFunc utilizes all available hardware threads.
and CustomEdit will be called on multiple threads.
The issue is with calling Edit::World.objCreate ins... |
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Abril |
Esenthel Store Sources |
5 |
4,983 |
05-24-2012, 12:05 PM |
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Thread: Multithreaded custom edit call clarification
Post: Multithreaded custom edit call clarification
Hello, would like a clarification on this comment/functionality:
Edit::World.grid.mtFunc(Edit::Brush.affectedArea(), CustomEdit); // call 'CustomEdit' on all areas affected by the brush, please note... |
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Abril |
Esenthel Store Sources |
5 |
4,983 |
05-13-2012, 09:17 AM |
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Thread: [Bug] Shadows
Post: RE: [Bug] Shadows
I believe this is an engine bug, because in the Editor adding a point light object, seems to cast correct shadows, while the shadow maps for point lights rendering in the tutorials are broken.
Esent... |
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Abril |
Support |
3 |
4,774 |
04-10-2012, 08:37 AM |
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Thread: [Bug] Shadows
Post: [Bug] Shadows
- Using Build nr. 1, Dx9 Shader Model 3, 32-bit
- GPU Nvidia GeForce GT 540M, latest drivers
- OS: Windows 7
- Can be reproduced simply running the tutorial 09 - Shadows without changing anything
- Sh... |
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Abril |
Support |
3 |
4,774 |
04-09-2012, 09:45 PM |
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Thread: Meml container issues
Post: RE: Meml container issues
(03-29-2012 01:31 PM)JonathonA Wrote: Thanks for the quick response; so what does .del() do when the elements of the memory container are pointers like this?
Code:
Memc<SkelAnim*> anima... |
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Abril |
Support |
11 |
9,249 |
03-29-2012, 07:55 PM |
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Thread: Placing object in world relative to position in object space
Post: RE: Attaching an object to a model
(03-18-2012 12:23 PM)JonathonA Wrote: Okay so I have been playing around with this; Here is my first attempt which hasn't worked, so if anyone has suggestions about where I am going wrong I'd a... |
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Abril |
Beginner Questions |
14 |
12,519 |
03-20-2012, 03:50 PM |
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Thread: Material scale belongs to the Material Editor
Post: RE: Material scale belongs to the Material Editor
(03-19-2012 01:01 AM)Esenthel Wrote: the seams won't be visible in the game
Even if it won't (and plus how much seams is it allowed until it wont show up?) this doesn't solve the problem Esent... |
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Abril |
Feature Requests |
6 |
7,149 |
03-19-2012, 07:06 PM |
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Thread: Material scale belongs to the Material Editor
Post: RE: Material scale belongs to the Material Editor
I have to bump this request, a small button in the material editor is all that's required - gave up with setting texture scale in the world editor after trying repeatedly to move the mouse up and dow... |
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Abril |
Feature Requests |
6 |
7,149 |
03-13-2012, 07:40 PM |
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Thread: Water surface related question - includes image
Post: RE: Water surface related question - includes imag...
To the original question: if you keep the water plane flat without waves (which makes sense, since this is a swamp) you could also fake that effect by adding a manually created custom mesh plane with ... |
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Abril |
Support |
5 |
7,601 |
03-06-2012, 12:00 PM |
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Thread: Immediate solid drawing
Post: RE: Immediate solid drawing
I am answering on the forum on this one because another guy was asking me about this on PM.
I did 3 things: batched together some patches of grass, wrote some better spatial partitioning, and wrote ... |
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Abril |
Feature Requests |
4 |
5,809 |
02-09-2012, 02:31 PM |
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Thread: Code Editor - Esenthel Script - Virtual Environment
Post: RE: Code Editor - Esenthel Script - Virtual Enviro...
Hi, I was wondering why the choice of C++ as scripting language.
If one has to code in C++, then I think the majority would agree that the best possible environment is Visual Studio (or insert your f... |
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Abril |
News |
19 |
27,320 |
02-08-2012, 04:19 PM |
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Thread: Immediate solid drawing
Post: RE: Immediate solid drawing
(02-06-2012 11:15 PM)Demostenes Wrote: If I am correct, this will allow to implement custom render queue (render queue is unfortunatelly not accesible now - why?) and this will allow for exampl... |
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Abril |
Feature Requests |
4 |
5,809 |
02-08-2012, 02:58 PM |
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Thread: Memory containers behavior
Post: Memory containers behavior
Hello, I was wondering if anybody knows what is the behavoir of the EE memory containers compared to STL in regards to allocations (otherwise I have to use STL to reduce memory allocations).
For exa... |
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Abril |
Support |
1 |
3,619 |
02-02-2012, 07:16 PM |
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Thread: Particles always facing.
Post: RE: Particles always facing.
(01-30-2012 11:49 PM)aceio76 Wrote: Have you guys looked into this? http://developer.amd.com/tools/PerfStudi...fault.aspx
Once I get much further into the project I am running, I'd like to lo... |
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Abril |
Beginner Questions |
9 |
8,572 |
01-31-2012, 03:06 PM |
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Thread: PhysBody generation for a Part
Post: RE: PhysBody generation for a Part
(01-30-2012 07:55 PM)Esenthel Wrote: no problem, it will work like that in next SDK (select part, then do add box)
Can you also please make it possible to scale physics boxes like in the model... |
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Abril |
Feature Requests |
6 |
5,225 |
01-30-2012, 10:36 PM |
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Thread: Particles always facing.
Post: RE: Particles always facing.
(01-30-2012 01:05 AM)Demostenes Wrote: http://forum.mymmo.cz/int.jpg
It is performance booster for free. Btw, as part of our EE testing, I will convert this scene to EE.
That kind of statisti... |
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Abril |
Beginner Questions |
9 |
8,572 |
01-30-2012, 11:14 AM |
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Thread: [bug?] Physics.ray
Post: RE: [bug?] Physics.ray
Yes, the second one with the callback is the one ive mentioned before from the first post, now we know that one has to to use the callback to sort objects properly by distance and not rely on the firs... |
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Abril |
Physics |
4 |
4,438 |
01-29-2012, 11:44 PM |
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Thread: [bug?] Physics.ray
Post: RE: [bug?] Physics.ray
Thanks, good to know. Then one probably needs to use the callback to sort ojects properly. |
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Abril |
Physics |
4 |
4,438 |
01-29-2012, 11:09 AM |