dmitry.vavilov Posted September 29, 2017 Share Posted September 29, 2017 (edited) Hi. I just simpy want to use AppProjection with different post materials on its "screens" (implementing bezel_x analog right way), and it seems like engine.projection.setMaterials is a thing that i need. Trying to call this in world.init or even world.update does nothing. And even calling this function with wrong material name doesn't make an error (unlike engine.render.setPostMaterials), so, it isn't trying to do anything? It's a bug or i'm doing it wrong? Thank you! Edited September 29, 2017 by dmitry.vavilov Link to comment
silent Posted October 2, 2017 Share Posted October 2, 2017 Hi Dmitry, It looks like a bug, thanks! I will pass this info to the developers team. Can't say right now the exact ETA when it will be fixed, sorry. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
maxi Posted October 4, 2017 Share Posted October 4, 2017 Hi Dmitry, There is script logic (in core package: core/scripts/system/wall.h : set_projection function) where post materials from active player is applied to all projection displays. You can disable it and set engine.projection.setMaterials by your own. I attached modified file from core package (from sdk version 2.5). You need to create core folder near core.ung package, and add this file by path: "core/scripts/system/wall.h". wall.h Link to comment
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