paul.w Posted April 10, 2014 Posted April 10, 2014 Hi WidgetSpriteNode Any code in samples that shows how to use WidgetSpriteNode ? Thanks
silent Posted April 10, 2014 Posted April 10, 2014 Hi Paul, Please, check the render/node_00 and widgets/render_00 samples. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
Greg.Mildenhall Posted September 8, 2017 Posted September 8, 2017 How about code which uses the update() method from the GUI rather than calling renderImage() directly. (Otherwise I'm not sure why it's a Widget?)
silent Posted September 8, 2017 Posted September 8, 2017 Hi Greg, What do you mean by update() method from GUI? Could you please give us more details (what task you are trying to solve, maybe sample test code)? Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
Greg.Mildenhall Posted September 11, 2017 Posted September 11, 2017 WidgetSpriteNode::update() gets called from the GUI if you addChild() like you normally would for a widget. And update() calls renderImage(). But the sample doesn't work that way, so an example of how that method works would be nice. But it's not important for us any longer, we've figured out (roughly) what was going wrong for us - Unigine was silently ignoring cubemaps when we gave them in a slightly different DDS format, so it was rendering the widget's node with whatever environment map was the last one used in the previous frame!
silent Posted September 11, 2017 Posted September 11, 2017 Hi Greg, Thanks for the feedback. We've try to create sample that will cover this topic. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
Greg.Mildenhall Posted September 11, 2017 Posted September 11, 2017 Cool. Further to the above: It turns out we were supplying a texture array instead of a cubemap to WidgetSpriteNode::setEnvironmentTextureName() and it just silently failed to update the cubemap and forgot to unbind whatever cubemap had been bound by the previous draw call. (same thing happens if we try to bind a 2d texture) So that looks like two related bugs (no error message and failing to unbind) in 2.3.1
silent Posted September 11, 2017 Posted September 11, 2017 Hi Greg, Indeed, that's need to be filed too. I've created this bug in our internal bug tracker. Thank you! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
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