Archive 17/01/2023.

Questions on URHO3D

coldev

Nice day for everyone…

I am newbie in urho3d…

i have any questions …

  1. set resolution and fullscreen in runtime (game in pause, or running)

  2. i am working in a wrapper for other language called bennugd , uses sdl 1.3 , i pass window handle to urho3d and all work ok… but … when urho3d finished destroy current window context handle… is possible not destroy this …how ? i use sdl to restore window , but is possible not destroy window handle / context to finish?

  3. in skeletal animation example is possible instancing all models to best performance ?

  4. somebody haves a gpu skinned mesh example in urho3d?
    https://www.youtube.com/watch?v=GjNNiw8oJ50

  5. using imposter with animated billboards … exists any example?

Thank you very very much

Cheers

1vanK

Graphics::SetMode()

when urho3d finished destroy current window context handle

try Graphics::SetExternalWindow()

cadaver

Not sure if you can even destroy the context in SDL below 2.0. Was a long time since I used it. If Urho is used in Direct3D9/11 mode, it will destroy the D3D context even if it uses an external window handle, but in OpenGL mode with external handle, it expects to be passed a functioning GL context along with the window, and it doesn’t attempt to destroy it, since that would be OS-specific.

coldev

Thanks 4 your reply…

Last Question,

Is possible in URHO3D instancing “Skeletal Animation Example” in urho3d
to show more models , how this …

https://www.youtube.com/watch?v=GjNNiw8oJ50

exists a example for that?

Thanks

SirNate0

Presently, no, I don’t think that form of instanced animation is supported, as the example in question uses a compute shader to calculate the needed buffers, yet presently I don’t think Urho supports compute shaders, though some forks may have integrated them (see, for example, the discussion here).

coldev

Use ogre3d instancing code is possible ? port ogre3d instancing code to urho3d ?

urho3d grass example use hardware static instancing?