limonEngine
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3D FPS game engine with full dynamic lighting and shadows
The method/s SetVisibilityAndPutToSets and setLightVisibilityAndPutToSets are used to generate sets of Model*, using frustum culling, or render distance of All Models. The problem is, after that stage, we never actually...
``` Render Editor 4 ./Engine/Shaders/Model/vertex.glsl ./Engine/Shaders/Model/fragment.glsl True ``` yukarıdaki konfigürasyonu çalıştırdığımda aşağıdaki hatayı alıyorum. `./Data/Shaders/ImGui/vertex.glsl could not be read. Please ensure run directory if you used relative paths.`
It should not crash.
Pointers are creating another indirection in the hot path, which is not providing any benefits, so should be eliminated.
GUI elements rendering based on layer level is not working as expected, it should be looked in to
[An extra null pointer check is not needed](https://isocpp.org/wiki/faq/freestore-mgmt#delete-handles-null "Do I need to check for null before delete p?") in [the function “TriggerObject::PutTriggerInGui”](https://github.com/enginmanap/limonEngine/blob/8567ffe80456d59be227fa520da3dfe944653a2e/src/GameObjects/TriggerObject.cpp#L87 "Update candidate").
Would you like to wrap any pointer data members with the class template “[std::unique_ptr](https://en.wikipedia.org/wiki/Smart_pointer#unique_ptr "Description for the usage of smart pointers")”? Update candidates: - [AIMovementGrid](https://github.com/enginmanap/limonEngine/blob/7592add69db5dd715aaf16f4949ce58f933a3ca2/src/AI/AIMovementGrid.h#L66) - [TriggerObject](https://github.com/enginmanap/limonEngine/blob/ae78995529acf89aac477d754a2b9090ddabf66b/src/GameObjects/TriggerObject.h#L40)
It is used for displaying loading images, it should be replaced with clear frame.