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fabmax avatar fabmax commented on May 22, 2024 1

Sky is fixed!

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Protoxy22 avatar Protoxy22 commented on May 22, 2024

Found it ! I had to use the camera position instead of the character

image

Preview: https://streamable.com/bplrek

I just have some glitches when I sprint or moves, I could use a linear interpolation to fix it

There is also sort of issue on the blue sky too, there is brown pixels and artefacts
image

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fabmax avatar fabmax commented on May 22, 2024

Looks nice! Another, maybe simpler, solution is to put your camera and your model into a Group and only move that group around. This way, camera and gun are in the same reference frame and should always have the same orientation and distance.

For the broken sky: I just noticed this in my tree demo as well. I guess I broke that some time ago when I fiddeled around with the skybox generator.

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Protoxy22 avatar Protoxy22 commented on May 22, 2024

Cool, thanks for the fast reply. I will test with your solution tomorrow

Have a good night

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Protoxy22 avatar Protoxy22 commented on May 22, 2024

I resolved the laggy position/rotation, by invoking the method sync() of ProxyCamera before translate/rotation the gunModel.

By the way, one question, do you know how can I disable this kind of blur/specular on my gun texture (the real-time PBR Methodoly)

I would like have a raw albedo textures, like this
image

Preview video: (what I have in game)
https://user-images.githubusercontent.com/30320751/136268867-5ea8e935-6e8c-4a82-a67c-9679e566a202.mp4

Second question is there a runnable not related to the rendering pipeline, to use some functions with for example (20 ticks / second), for entites updates, and maybe multiplayer synchronisation in the future

Thanks
Protoxy.

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fabmax avatar fabmax commented on May 22, 2024

I assume your model is a gltf model? By default, the gltf loader creates a PbrShader for each mesh in the model and uses the textures included in the model. You should be able to take the shaders of the model meshes, cast them to PbrShader, and set or remove the textures as you like.

For your second question: No, there is not. But it shouldn't be too hard to start a second thread for that.

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Protoxy22 avatar Protoxy22 commented on May 22, 2024

I assume your model is a gltf model? By default, the gltf loader creates a PbrShader for each mesh in the model and uses the textures included in the model. You should be able to take the shaders of the model meshes, cast them to PbrShader, and set or remove the textures as you like.

For your second question: No, there is not. But it shouldn't be too hard to start a second thread for that.

I think I have to switch a texture propertie from LINEAR to NEAREST, maybe the minFilter and magFilter.
I will test soon, thanks

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