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  • RE: Shader movements and lagy text

    Could you share a video recording of it? & quick question: have you disabled the shader from affecting interfaces, mouse cursors & text?

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • Shader movements and lagy text

    Hi,i used the shader [i]shaderViewport[/i] to get this [b]"hand camera"[/b] effect. I'm doing scene in a plane and i'm trying to break the static feeling, looks great however when text is being shown or hotspot animation it's lagy as the engine is trying to calculate the position i guess. It's centering everything else smoothly though. ( including action text ) Is there something to do about it?thanks.

    by ke4, 10 years ago

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    ke4 10 years ago
  • RE: Where is my family, point and click game

    I dont know if a fullscreen animation is it worth regarding performance. Your video seemed very laggy and it could be because of the animation... There is a "wave like" shader for the shader part of the engine available. maybe this would solve the issue... just an idea ^_^

    by sebastian, 10 years ago

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    sebastian 10 years ago
  • RE: crash when edit graphic

    Maybe graphics card related then. I think Invalid Framebuffer is an error / warning that a lot of us get. I believe it's to do with the openGL shader stuff that Simon updated since 4.2.1 & 4.2.5.Hopefully the upcoming new editor will solve a lot of people issues, I don't know how long until it will be ready to release though. Only Simon can say for sure, but it might take a little longer as his todo list of features & bugs is constantly increasing.

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • RE: High CPU usage after graphic card drivers update

    The issue with the constantly recreating framebuffer is known and I thought it's fixed in 4.2.5. The "no uniform pass in shader" is not an error. Also the warnings in the log are okay. So I can only postpone this to the new gui which will fix a lot of problems :D

    by SimonS, 10 years ago

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    SimonS 10 years ago
  • RE: High CPU usage after graphic card drivers update

    Not me personally, no. Will probably help Simon help you though. ;)In regards to the error "no uniform pass in shader", I get the same error too since 4.2.5 or maybe it was since the version before - I forget. I wouldn't worry about that one though as it's just a warning rather than a critical error.

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • RE: High CPU usage after graphic card drivers update

    Update: no way....Unfortunately now even old updates do not work, the CPU remains at 50%. To get the CPU to 25% in Vis Editor I had to install the drivers released on 2014... and I'm not at all happy about this. I want my graphic card updated. I wonder if developers can understand the reason for this problem. When I first installed the Nvidia driver updates, Visionaire would crash when opening. Looking in the Event Log of Windows 7, I found this error code http://images.siteface.net/siteface//tmpDirs/243DADCBA5A0EE1C1497D58D578D0A24/1_Visionaire_error.jpgNext... reinstalled the drivers update:Visionaire Player works fine, I have only this one line that does not convince me "no uniform pass in shader"Visionaire Editor works using 50% of my CPU only in TAB that contain or may contain images (OBJECTSCENE, CHARACTERS, ANIMATION etc)Searching in the Visionaire Editor Log file I've found this[quote]17:40:44: Initializing COM...17:40:44: OK.17:40:44: Loading 'C:\Program Files\Visionaire Studio 4\xml/language.2.english.xml'...17:40:44: Loading 'C:\Program Files\Visionaire Studio 4\xml/images.xml'...17:40:44: Loading image-list "etypedata"...17:40:44: 17:40:44: Log file for Visionaire Editor 4.2.5, full version (Build: 1185)17:40:44: Current date: 26.06.16 17:4017:40:44: -------------------------------------17:40:44: Loading 'C:\Program Files\Visionaire Studio 4\xml\structures.xml'...17:40:44: Loading 'C:\Program Files\Visionaire Studio 4\xml\actions.xml'...17:40:44: Loading 'C:\Program Files\Visionaire Studio 4\xml\actionParts.xml'...17:40:44: Finished sorting action parts.17:40:44: Loading valid links...17:40:44: Successfully loaded 'xml/validlinks.xml'.17:40:44: 0(42) : warning C7011: implicit cast from "int" to "float"0(42) : warning C7011: implicit cast from "int" to "float"0(42) : warning C7011: implicit cast from "int" to "float"0(42) : warning C7011: implicit cast from "int" to "float"0(132) : warning C7011: implicit cast from "int" to "float"0(132) : warning C7011: implicit cast from "int" to "float"0(136) : warning C7011: implicit cast from "int" to "float"0(136) : warning C7011: implicit cast from "int" to "float"17:40:44: 0(42) : warning C7011: implicit cast from "int" to "float"0(42) : warning C7011: implicit cast from "int" to "float"0(42) : warning C7011: implicit cast from "int" to "float"0(42) : warning C7011: implicit cast from "int" to "float"0(132) : warning C7011: implicit cast from "int" to "float"0(132) : warning C7011: implicit cast from "int" to "float"0(136) : warning C7011: implicit cast from "int" to "float"0(136) : warning C7011: implicit cast from "int" to "float"17:40:44: Fragment info-------------0(42) : warning C7011: implicit cast from "int" to "float"0(42) : warning C7011: implicit cast from "int" to "float"0(42) : warning C7011: implicit cast from "int" to "float"0(42) : warning C7011: implicit cast from "int" to "float"0(132) : warning C7011: implicit cast from "int" to "float"0(132) : warning C7011: implicit cast from "int" to "float"0(136) : warning C7011: implicit cast from "int" to "float"0(136) : warning C7011: implicit cast from "int" to "float"0(117) : warning C7011: implicit cast from "int" to "float"0(118) : warning C7011: implicit cast from "int" to "float"17:41:09: Serialization finished. Needed time: 136 ms17:41:09: SetupParents finished. Needed time: 3 ms17:41:09: SortLinks finished. Needed time: 18 ms17:41:14: Script local label if useTableToolbar then label = "#ScenesAndMenus" else label = nil end objectList("VisOb took 921 ms17:41:14: Using Framebuffer with texture.[/quote]The warning lines also were present before the upgrade. It seems that this has revealed a problem that now, even doing the downgrade of the drivers, does not disappear.I also noticed that the massive CPU usage occurs when invoked from visionaire the command "using framebuffer with texture" All this can help you understand how to solve my problem?

    by Paupasia, 10 years ago

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    Paupasia 10 years ago
  • RE: How to load all animations before the scene starts?

    Yes, I tried this static picture thing, but I can't realize a Lua script to move the background picture from up to down. Meh. Assumed I have a screen of 800 x 600 px I can use a background picture of maybe 2400 x 800 px to slide down faking a moving sky. It's only white star dots on black, in 3D I prefer a procedural shader without any graphic :-)

    by Machtnix, 10 years ago

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    Machtnix 10 years ago
  • RE: Lightmaps verschieben?

    Ich habe mir das Shader-Script angeschaut und NICHTS verstanden. Weder, wie ich was anlegen muss - und überhaupt - noch was ich ändern muss, um irgendwas Bestimmtes hinzubekommen. Eine kleine Hilfe auf Deutsch wäre schon ganz nett... ;-) Für meine Bedürfnisse ist es außerdem "Overkill", weil ich ja keine eigenen Lichtquellen setzen möchte (das müsste ich, wenn ich nur EINE Shaderlichtquelle für die Taschenlampe verwende - alles andere ist dann nämlich total schwarz). Deshalb werde ich das Script nicht verwenden.Meine "Primitiv"-Version funktioniert ja eigentlich - ich weiß nur nicht, wie ich Visionaire klarmache, dass es regelmäßig die Ausrichtung des aktiven Charakters überprüft und immer neu anpasst. Hat - glaube ich - etwas mit "localer" Variable zu tun, deshalb habe ich das "local" überall weggenommen, damit die Variable IMMER und im ganzen Spiel gültig ist. Mal sehen, ob das stimmt...Allerdings hat sie noch den Nachteil, dass mein Overlay-Objekt mindestens doppelt so groß wie meine Kulisse sein muss (in Pixeln), damit ich nach rechts und links laufen kann. Ich weiß, dass ich die Maske kleiner anlegen und danach skalieren kann, weiß nur nicht wie.

    by Machtnix, 10 years ago

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    Machtnix 10 years ago
  • RE: Lightmaps verschieben?

    Rückmeldung: es funktioniert (naja, [i]beinahe[/i]). Ich habe zwei übergroße Layer-Kulissenobjekte mit einem Lichtstrahl (weil ich z.Z. nur zwei Richtungen verwende) und setze diese mit [b]Offset [/b][i]Obj_Kegel:setValue(VObjectOffset, {x=Pos_Kegel.x,y=Pos_Kegel.y})[/i] auf die Position der Spielfigur. Dabei sind Pos_Kegel.x und Pos_Kegel.y die errechneten Offset-Werte aus der Figurposition. Dieses Script wird alle 50ms neu aufgerufen (Schleife beim Start der Kulisse). Das zittert zwar, ist aber völlig ausreichend.Was eben noch NICHT klappt, ist die 180°-Drehung des Lichtstrahls (Aufruf des gespiegelten Layer-Bildes, wenn die Figur in die andere Richtung schaut oder läuft). Irgendwo habe ich noch die falsche Abfrage; wahrscheinlich muss ich erst rauskriegen, an welcher Stelle im Spiel welche Variable aktuell ist.Außerdem verändert sich die Startposition des Strahls, wenn die Figur nach hinten kleiner wird. Ist ja auch logisch, aber das nehme ich in Kauf. Ich müsste sonst die Taschenlampenposition abhängig von der Figurgröße nach unten schieben, puh...Von dem Shader habe ich auch gehört, aber ich hab mich an sowas noch nicht getraut...

    by Machtnix, 10 years ago

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    Machtnix 10 years ago