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[SOLVED] WidgetSpriteNode any code in samples that shows how to use WidgetSpriteNode


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  • 3 years later...

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!

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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

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