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Found 3 results

  1. Stencil Buffer usage while rendering to texture.

    Hello, is it possible to do a stencil test while rendering to a 2d texture. This is my example code: camera->setModelview(Unigine::Math::inverse(m_player->getWorldTransform())); // saving current render state and clearing it Unigine::RenderState::saveState(); Unigine::RenderState::clearStates(); Unigine::RenderState::clearBuffer(Unigine::RenderState::BUFFER_STENCIL, Unigine::Math::vec4(), 0.f, 1); Unigine::RenderState::setStencilFunc(Unigine::RenderState::STENCIL_EQUAL, Unigine::RenderState::STENCIL_KEEP, 2); Unigine::RenderState::flushStates(); // rendering an i
  2. Random crashes

    Hi @demostenes, I've reproduced this. However, it wasn't that often as you mentioned, but quite stable. I also observed that you're running main_sdl.exe instead of regular main.exe. Is this on purpose? We'll investigate the reasons for the crash and will try to fix it in the next update. Thanks.
  3. Hey Unigine, stencil isn't working for sprites. <hbox stencil="1" width="10" export="1" name="statusbarLayer"> <sprite texture="imagepath.png"/> </hbox> If I'm using a label: <hbox stencil="1" width="10" export="1" name="statusbarLayer"> <label><text>012345678910111213</text></label> </hbox> it work's neither. (updated) In my opinion thats a bug isn't it? PS: I tried to set the align in texture like: align="expand" etc. and it didn't work aswell. Greetings Lars