Hi, I installed the newest CGE today. I compiled my project and get an error in CastleEffekseer.pas
Yesterday everything was OK.
hello,
https://castle-engine.io/apidoc/html/CastleTransform.TRenderParams.html
it really seems your debugger is right, TRenderParams doesn’t contain a Field transform
, but maybe the field transformation
?
Hi Siji_E_Kermit,
yes you are right. I downloaded th newest CastleEffekseer at GitHub - Kagamma/cge-effekseer: Effekseer integration for Castle Game Engine and all is OK.
It seems that Transform
changes into Transformation
.
Indeed, that’s my fault – my modifications to CGE 2 days ago broke custom rendering like cge-effekseer.
I now added to CGE proper API to enable custom rendering correctly, and submitted PR to cge-effekseer to fix this. I explain in that PR all internal details, why I had to break it, and what to do Long story short:
-
You will have to upgrade CGE again, to include this commit: Add TRenderParams.AddRenderEvent, to enable custom rendering like by … · castle-engine/castle-engine@9e135b0 · GitHub . As usual, the snapshots downloads on Download | Castle Game Engine will contain it within a few hours from this post.
-
You will have to upgrade cge-effekseer also, to have a version with a fix. Either wait for @kagamma to apply my PR from Use Params.AddRenderEvent, to compile and work with latest CGE by michaliskambi · Pull Request #6 · Kagamma/cge-effekseer · GitHub (he’s active on both this forum and Discord) or temporarily take my fork (repo castle-engine/cge-effekseer, switch to branch
use-render-event
).
Sorry for the commotion around this The rendering optimization of shadow volumes forced the rendering code to work a bit differently – this affects in turn how one can do “custom rendering” like cge-effekseer works.
Here’s cge-effekseer working with latest CGE after my PR:
I see @kagamma already applied my PR, so it’s all good, latest GitHub - Kagamma/cge-effekseer: Effekseer integration for Castle Game Engine rocks with latest CGE