Hello to whom it may concern,
I am following this tutorial: https://docs.unrealengine.com/en-US/Gameplay/HowTo/Networking/ReplicateVariable/Blueprints/index.html. On part 19. I am unable to find Blueprint Effect_Fire. My machine is running a AMD RYZEN 5 processor and AMD RADEON GRAPHICS card. This is Unreal Engine 4.2.1.
Thanks,
Abdullah
I have tried searching for the Blueprint Effect_Fire particle in my content browser, I cannot find it.The particle should be under Content->StarterContent->Blueprints.
This linked post was on Unreal 4.9, wasn't it?
Trying update your UE4 to the same version as this tutorial, maybe you'll find it,
if not, well... there still have some other way can get a similar result.
Related
Still chasing that white whale of running Minecraft on an BBB, I eventually came to the conclusion that the major issue was twofold. First, Minecraft has a dependency on the Lightweight Java Games Library, or LWJGL, and it does not have an ARM version to reference when it's downloading the run environment. Second, Minecraft's launcher doesn't allow you to reference specific jars in the boot up process, meaning that any version of LWJGL and it's accessories that could be ported to ARM would also have to pass the sha checks. Granted, those could be fudged, but I'm at a bit of a loss on how to proceed since I seem to be in uncharted territory. Anyone have any pieces of advice or suggestions on where to go from here?
I have found some information here for LWJGL for ARM:
http://www.raspberrypi.org/forums/viewtopic.php?f=34&t=19532
This brought me to 2 places:
More info on running ARM LWJGL: http://www.trimslice.com/forum/viewtopic.php?f=48&t=393
And, what appears to be precompiled LWJGL for ARM: http://openjdk.gudinna.com/lwjgl-es/
I have yet to test anything, but it's a step in the direction. I am new to a lot of this myself, so we'll see where it goes.
I am also in the same boat, trying to do the same thing.
All I know for sure so far:
JWJGL is built for x86, so it can't run on ARM processor - we would need to recompile for ARM.
There is a checksum when you do replace the LWJGL library, which triggers minecraft to replace the file with the x86 version.
I had an idea that, in order to get around the checksum issue, if someone with the know how could make a mod that also included the LWJGL for ARM. In this manner, as I understand it, getting MC to run on BBB would be as simple as copying over a mod.
Sorry I couldn't help further. I'll keep an eye on this post and I'll let you know what I find out.
I am encountering an issue where nothing is rendered when running a simple OpenGL application through VS 2012 on Windows 8.
I had a little debug renderer I was using to prototype some projects and had it up and running on Windows 7 using VS 2012 Express Edition.
I upgraded to Windows 8, and cloned the git repository with my work on. After installing the latest drivers and installing VS 2012, I ran my application, but nothing displayed, all I get is the screen clear colour. I was getting an exception before but that's because I didn't have the right drivers so when calling glGetIntegerv(GL_MAJOR_VERSION,...) I'd get -1 as OpenGL wasn't set up correctly. It is initialised correctly now and when stepping through, it looks like everything is working fine, the only problem is I'm not seeing anything.
To make sure it wasn't just my code I downloaded some of the Swiftless OpenGL examples and got the exact same thing. My application was using OpenGL 3.2 and no deprecated functionality. My hardware can support up to 3.3, and if it is of any use I am running Window 8 through Boot Camp on a Macbook air.
I have been bashing my head against a wall for the last couple of days trying to solve this but I'm not having much luck, I thought I'd throw it out there to see if anyone has had a similar problem, I'd be really grateful if anyone can offer any information. If someone with Windows 8 could download and build a simple OpenGL application though VS just to see if they can get something up on screen that would be interesting!
Do you use the good old and deprecated fixed function pipeline, namely immediate mode draw calls like glBegin(), glVertex*() and glEnd()? If so, try to draw your stuff using vertex arrays. Even if this doesn't help in your specific situation, immediate mode draw calls should be avoided at all cost to make the code forward compatible. The OpenGL 3.x core profile doesn't contain these old API functions anymore. I had also a blank screen on my new Win 7 notebook (OpenGL 3.3) because of some stale immediate mode draw calls (FTGL).
EDIT:
For independent GL debugging, I recommend this:
http://www.gremedy.com/
This program allows you to pause the execution and investigate buffer contents, shader programs and more.
After installing the latest drivers
Where did you get the drivers from? Only drivers you download directly from the GPU vendor's website ship with proper OpenGL support. The drivers automatically installed by Windows have only poor OpenGL support.
opengl support is not available for windows 8.their are still techniques to use it on windows its better to search on google coz i tried for minecraft game or u can check here too
I'm a complete newbie with OpenCL, and I wanted to start learning how to code programs that will run on my video card (AMD Radeon 6970). I've installed AMD's app SDK, is this what I need to get started?
I tried building the sample solution they included, but I got:
error C1083: Cannot open include file: 'd3dx10.h': No such file or directory c:\users\...\simpledx10\SimpleDX10.hpp
I assume that this is because I have DX11 installed. I figured I would just make my own simple program to start off, but I couldn't figure out what all I needed to get it working after searching Stack Overflow and google.
Is there any useful guide for complete beginners to get OpenCL working in windows, using an AMD video card?
A good place to start is from the OpenCL book samples. If you don't mind using cmake to generate your projects build infrastructure then this CMakeLists should do just fine.
If you want a step-by-step tutorial on how to build and run a sample OpenCL application then I'll point you again at one of the auxiliary OpenCL book resources from here.
I'm also using cmake to build my OpenCL programs but the CMakeLists.txt file I'm using is pretty long and a bit twisted as it supports multiple compilers/platforms and it would only manage to confuse you.
Hope this helps you build your first OpenCL application. If not ask some more and I'll try to answer.
I am trying to get an OpenGL ES demo app to build on Windows with Mesa. I'm confused about the EGL side of things.
When my project links, it can't find eglTerminate() (and other EGL functions).
I've checked for a libEGL.lib file but I don't have one. Do I have to build the src\egl code into a library as well?
Unless something changed recently, I'm not even sure how you got an ES DLL in the first place.
I thought this should be easy, but... geesh! A vendor gave me a fairly simple demo program meant to showcase some trivial icon animations. The target platform is an embedded system (MX51) with accelerated OpenGL ES 2.0/OpenVG and EGL support.
Unfortunately, the demo also has an annoying dependency on a few Qt utility classes (e.g., QImage). If not for this dependency, I would compile/run the thing on the target. But I don't relish the thought of cross-compiling Qt just to run this little demo---even if there were enough room for it on the embedded board.
I hoped I might be able to run the app on a standard(ish) Ubuntu 10.04 VM, and started following these directions to make it happen. And I actually managed---like, 10 hours later---to compile everything and get a runnable binary of the demo program. However, when I run it, I see the following error:
eglCreateWindowSurface: egl error "EGL_BAD_CONFIG" (0x3005)
Sigh. Not what I wanted to see after all that effort. This seems way more difficult than it should be.
Is the embedded GL landscape really such a ghetto that I have to run even trivial programs on the target using some vendor-supplied BSP? Judging from the lack of responses to this guy's question, I'm thinking the answer might be yes. But I don't even care about acceleration (yet). I just want to run the stupidest of OpenGL ES 2/OpenVG programs on a desktop PC and get an idea of how it looks. (It doesn't matter to me whether the PC is running Linux or Windows.) How do people do this sort of thing?
There are several OpenGL ES 2.0 emulators, such as:
For ARM Mali GPUs
For PowerVR GPUs
Also very recently, AMD has posted drivers that expose OpenGL ES 2.0 on desktop.
More recently, OpenGL 4.1 exposes the GL_ARB_ES2_compatibility extension, which makes OpenGL 4.1 drivers GL ES 2.0 compatible.
For OpenVG, you can use AmanithVG GLE.
Qualcomm's OpenGL ES emulator includes OpenVG support. You can download it from http://developer.qualcomm.com