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Found 7 results

  1. Migration 2.11 to 2.12

    Hello, I am migrating to 2.12 version right now. I fixed all api changes and changed config files from unigine.cfg to default.boot. But I am getting only a white picture for directx and opengl. We are managing opengl and directx context and application window by ourselves. Did anything change in graphics api usage? GPU usage is 100 % so it is rendering something but it is not swapping to the front buffer. Thanks
  2. I'm new to unigine (migrating from ue4), I'm following the getting started guide (migrating from ue4) but the compiler can not find this file UnigineCustomApp.h ,, (this file is not in the source/headers tree (sdk)) Can we use Cpp in this "Community Edition" or we must buy an upgrade?? Tools: Win10, Clion & VStudio 2015 Unigine 2.11.01 Community * C++ Cmake Empty project template https://developer.unigine.com/en/docs/2.11/migration/from_ue/code?rlang=cpp
  3. Material migration 2.8 to 2.11

    Hello, during migration of some materials i did observe that some parameters names vanished/changed. One particular is "volume_scale", am I right it is "soft_interaction_scale" now? Are there any other names that have changed? Thanks
  4. [SOLVED] Migration 2.7 to 2.8

    Hi, we want to migrate from 2.7 to 2.8 to keep our code base up to date. We did replace all the API changes, but our application cannot initalize the Engine anymore. From the debugger I can see, that it never returns from the AsyncGPUThread::run method. Our product is already using QOpenGLWidget which needs compatibility context of OpenGL for QWidget composition to render alpha blended widgets on top. Context version is 4.6. We are managing OpenGL contexts by ourself, because we also need to support legacy libs, which use immediate opengl code. The Unigine Engine runs in own QThread to keep our user interface responsive. The current code works perfectly with 2.6 and 2.7 version of the engine. In the attachment are some log files and console output of our application. Thanks in advance for your help. Regards, Sebastian Our Code: m_renderContext = renderContext; //Own render context interface, implements shared QOpenGLContext context 4.6 compatibility context m_renderContext->bind(); //Create/get unigine app combined with different windows m_ungineAppHandle = std::make_unique<CustomUnigineApp>(); //Custom App derive from Unigine App interface, implements basic inputs m_ungineAppHandle->setWidth(1920);// just initialize things, windows size will be changed later m_ungineAppHandle->setHeight(1080); switch (renderContext->api()) { case RenderContext::Api::Opengl: m_ungineAppHandle->initGL(m_ungineAppHandle->getGLContext());// copied from qml example, getGLContext returns null but this line must somehow be important, not overridden break; default: return; } const char *args[] = { "-data_path", profileFolder.c_str(), "-engine_config", "ig.cfg" }; //Initialize the unigine engine with with arguments, version and app handle, assuming the function will never actually modify args m_engine = Unigine::Engine::init(UNIGINE_VERSION, m_ungineAppHandle.get(), 4, const_cast<char**>(args)); //The Application never returns from this function, worked in version 2.7.3 Console output 2.8: <ourApplication.cpp (197)>: OpenGL Version: 4.6 <ourApplication.cpp (484)>: ourApplication has established all core connections <ourApplication.cpp (537)>: ourApplication has received all data Loading "opengl32.dll"... OpenGL 4.5 initialization GLExt::init(): async_context wglCreateContextAttribsARB(): failed Loading "data/ig.cfg"... Config::getInt(): can't find "show_fps" int item in config Using config file "data/ig.cfg" ---- Plugins ---- ---- Application ---- Loading "openal32.dll"... video_restart log_2.8.html log_2.7.html
  5. Hi, I managed it to migrate from 2.7.1 to 2.7.2.1. It works so far when we are not using decals for most of our scene, but we recognized a significant change in the shading. We did no changes to our Material initialization and textures, but the image is brigther and more saturated. Why is this happening? Files attached. Thanks
  6. Hello, I find that a lot of useful features from Editor 1 have been left behind in Editor 2. The documentation of 2.6.0.1 still references them, though. Among the missing features: - Helpers->Shadow cascades - Blend parameters of Height Textures in Terrain detail (this one is direly needed!) : Threshold, Width and Contrastparameters allow you to control the blending of the detail according to the mask. Maybe the doc should at least have a note stating if the feature is deprecated, or will be added back in the next version :)
  7. Hi there After migrating our scenery to 2.2.1, we are observing that the object wireframes are not shown correctly. They are visible from inside the models and not from outside... I attached the images for a better understanding. Kind regards, Renato
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