I think it's actually this one on amazon.de.
I like the free FL Studio a lot btw :p
Hello Ventuzians!
THE FORUMS ARE CLOSED!
Please join our discord server HERE!! << click me
We are shutting our Ventuz Forum, but don't worry, it will all be archived for you to search in if you have a query. From now on, please add all your comments, questions or observations into our Discord Server
Thanks for the great time - see you on discord!!
Dee, Karol, Daniel and the whoooole Product and Support team!
THE FORUMS ARE CLOSED!
Please join our discord server HERE!! << click me
We are shutting our Ventuz Forum, but don't worry, it will all be archived for you to search in if you have a query. From now on, please add all your comments, questions or observations into our Discord Server
Thanks for the great time - see you on discord!!
Dee, Karol, Daniel and the whoooole Product and Support team!
Search found 33 matches
- 29 Oct 2015, 16:01
- Forum: General Discussion
- Topic: looking for gamer laptop with touchscreen ...
- Replies: 16
- Views: 11571
- 19 Oct 2015, 18:09
- Forum: How to...
- Topic: [Shader] Annotation "SasUiSteps" not working as intended
- Replies: 0
- Views: 1899
[Shader] Annotation "SasUiSteps" not working as intended
I've already encountered this problem a few times, not sure if I'm doing anything wrong, and it's not breaking anything, but it's still a bit annoying. So, the problem: Say you declare some variable in the shader node: float x<string SasUiLabel="xxx"; float SasUiSteps=.001;> = 0.f; The GUI...
- 19 Oct 2015, 17:47
- Forum: How to...
- Topic: Mesh and vertex buffer
- Replies: 18
- Views: 11433
Re: Mesh and vertex buffer
Oh, should be this link P.S., PosO.w would be 1 if not modified somewhere in the shader. The idea is to have a nice easy way to translate a 3d vector: To move r=(x,y,z,1) in the x direction for 1 unit length, you just have to multiply it by (1,0,0,1) (0,1,0,0) (0,0,1,0) (0,0,0,1). So you basically t...
- 19 Oct 2015, 17:33
- Forum: How to...
- Topic: Mesh and vertex buffer
- Replies: 18
- Views: 11433
Re: Mesh and vertex buffer
Unfortunately, what you're trying to achieve is only possible from dx10 up, by only supplying vertex indices to the vertex shader with no attributes. Check this out for more precise info. That, btw., is exactly what lerou was talking about, creating geometries in shaders. As you've probably figured ...
- 17 Oct 2015, 05:57
- Forum: How to...
- Topic: Mesh and vertex buffer
- Replies: 18
- Views: 11433
Re: Mesh and vertex buffer
Hey Vincent, could you probably describe in words what you're trying to achieve with this? And what is your MyPos array? In your previous post, you mentioned homography transformation. You could google "translation matrix", "scaling matrix" and "rotation matrix" for mor...
- 09 Oct 2015, 16:17
- Forum: How to...
- Topic: Mesh and vertex buffer
- Replies: 18
- Views: 11433
Re: Mesh and vertex buffer
That's what old GPUs were designed for ;) Modern GPUs offer compute shaders and are designed for you to generate and modify geometry. Excuse me, I was thinking about DX7 when talking about "modern gpu" :lol: To make the point clear, you were absolutely right. I was just trying to keep it ...
- 09 Oct 2015, 07:01
- Forum: How to...
- Topic: Mesh and vertex buffer
- Replies: 18
- Views: 11433
Re: Mesh and vertex buffer
Right now in Ventuz there's no way to access the FBO afaik. Though normally you wouldn't want to modify the models directly anyway. Instead, like lerou said, the normal approach would be to load your mesh, and transform it in the vertex shader using matrices. That's what modern GPUs are designed for...
- 07 Oct 2015, 16:07
- Forum: How to...
- Topic: C# write a text file
- Replies: 5
- Views: 4076
Re: C# write a text file
Don't forget to escape the backslash in the path string, or replace it with a normal slash.
- 07 Oct 2015, 04:18
- Forum: How to...
- Topic: [Shader] Interacting with Ventuz GUI
- Replies: 4
- Views: 3598
[Shader] Interacting with Ventuz GUI
Hi all, I'd like to know how to create tabs under the properties window, and of course, how to put objects under those tabs. I'm coming to a point where having some 20 odd uniforms all jammed under the same default "Parameter" tab gets a bit messy. I know it can be done, like in the follow...
- 06 Oct 2015, 08:17
- Forum: How to...
- Topic: How to obtain eyeposition in shaders?
- Replies: 2
- Views: 2414
Re: How to obtain eyeposition in shaders?
Oh, and you can always pass your camera position in world space as uniform variables if everythings else fails.
Or take a look at the glm::lookAt() function and implement it directly in your shader. This would even save you a camera node.
Or take a look at the glm::lookAt() function and implement it directly in your shader. This would even save you a camera node.