Search found 101 matches

by Trosan
Tue Jan 17, 2017 1:17 pm
Forum: Developer talk
Topic: OGRE 1.10 release
Replies: 8
Views: 1232

Re: OGRE 1.10 release

Hey paroj! This is awesome! Kudos to you and thank you very very much for this great work!

It's also very nice to hear that this fork will be merged with the official Ogre. That's superb! Go on! :)
by Trosan
Sun Dec 27, 2009 11:40 pm
Forum: Developer talk
Topic: a tilebased terrain manager
Replies: 149
Views: 79990

Re: a tilebased terrain manager

It seems like Trosan dropped off the radar, which is unfortunate. That's not completely true, though the work on the project is being halted at the moment. :/ (will be continued, hopefully next year, but can't promise). I guess that the issues you run into arise from the fact that the latest versio...
by Trosan
Fri Oct 03, 2008 3:39 pm
Forum: Help
Topic: huge performance difference between opengl and d3d
Replies: 17
Views: 1396

Sorry to bring up this old thread again. But have a similar problem. This is what I got: - a scene with around 4000-5000 batches - a massive CPU overhead (probably caused by my athlon x2 4850e, 2,5 GHz); I see evidence for this in two things: * my radeon 3850 (512 megs of RAM) is used to only 7-10% ...
by Trosan
Sun Sep 28, 2008 11:53 am
Forum: Using OGRE in practice
Topic: Hydrax v0.4 - New version released + Editor!
Replies: 648
Views: 189939

@sivael vertex_program Island/VP hlsl { source Island.hlsl entry_point main_vp target vs_1_1 } fragment_program Island/FP hlsl { source Island.hlsl entry_point main_fp target ps_2_0 } Try with this :) I had the same issues as sivael (running a Mobility Radeon 9600, unfortunately, there are no new d...
by Trosan
Sat Sep 27, 2008 4:30 pm
Forum: Help
Topic: Compile error for Samples (Ogre 1.6 SDK for C::B+MinGW)
Replies: 15
Views: 671

Have you used the MinGW toolbox ? The one that is available on the wiki comes with mingw-3.11, not 5.14 (although it would be nice to have a newer one, haven't have time to create one yet). Last thing I heard is that you need the mingw-toolbox in order to run ogre with codeblocks... There might be s...
by Trosan
Thu Sep 18, 2008 9:42 pm
Forum: Help
Topic: Does RaySceneQuery have range limit??
Replies: 4
Views: 323

I've had similar problems and using

void* bounds = reinterpret_cast<void*> (mBounds);
mSceneManager->setOption( "Size", bounds );

with mBounds being an AxisAlignedBox from 0,0,0 to the other end of my terrain fixed the issue for me..
by Trosan
Sun Aug 31, 2008 10:12 am
Forum: General Discussion
Topic: Soft Shadows (w/o EA) Demo (99% done, released)
Replies: 247
Views: 56661

Just a little question is "Version: 0.9 alpha" the current version? Took me some time to find the download link. Would you mind updating the first post? Or perhaps add it to OgreAddons or something? EDIT: Sorry, I was a bit "blind" here... Little question to the technique itself: Have I understood c...
by Trosan
Sat Aug 16, 2008 11:27 pm
Forum: Developer talk
Topic: a tilebased terrain manager
Replies: 149
Views: 79990

Here comes the third release candidate! Download: Tile Based Terrain V2.0 RC3 API documentation Changelog: Changed the way one selects the texture of a certain tile. Instead of the old way, using the strange x/y values, you know refer to a texture by a single number where texture number x refers to ...
by Trosan
Sun Jul 13, 2008 8:08 pm
Forum: Developer talk
Topic: a tilebased terrain manager
Replies: 149
Views: 79990

1) Aaah, these values specify the texture, and not some kind of texture offset. I thought I could shift the texture on the tile, but was not able to find out how to actually set a texture. So here comes the next question: If push back 10 textures, how would I set Texture #3 for a certain tile? And ...
by Trosan
Tue Jul 08, 2008 9:20 pm
Forum: Developer talk
Topic: a tilebased terrain manager
Replies: 149
Views: 79990

1) Can I somehow specify a certain material for a tile? Everything I found according to the materials was a config setting: /** Name of the terrain material. */ const Ogre::String MATERIAL_NAME = "Land_HighDetails128"; Have you taken a look at the demo source (main.cpp in folder "demo")? In line 34...
by Trosan
Sun Jul 06, 2008 6:59 pm
Forum: Developer talk
Topic: a tilebased terrain manager
Replies: 149
Views: 79990

Is that just something happening to me? Or can anybody confirm that? (I hope this project is still actively developed xD) Well, I am very sorry for promising the final version over and over again, while there is none. I am very busy atm (exactly one more month) and after that I'll get back into act...
by Trosan
Mon Jun 09, 2008 8:30 pm
Forum: Help
Topic: Yet another tile-based question.
Replies: 7
Views: 553

Sometimes it's also a good idea to have a look at other people's code. I did exactly that and learned a lot. You may take a look at Tile-Based Terrain 2.0 which was based on the Daimonin Tileengine (don't worry it says "release candidate" I am unfortunately busier than I had hoped so it hasn't recei...
by Trosan
Thu May 08, 2008 10:17 pm
Forum: General Discussion
Topic: Organizing multithreading around Ogre
Replies: 6
Views: 1330

Re: Organizing multithreading around Ogre

However, I couldn't find when it has been written The copyright is from 2006, so it has probably been written back then. Anyway, it's interesting that Intel took a look at Ogre... Oh and there's already multithreading in Ogre and an improved version is currently created afaik. Previously, enabling ...
by Trosan
Thu May 01, 2008 12:13 pm
Forum: Using OGRE in practice
Topic: Caelum - [WARNING: Screenshot intensive]
Replies: 1105
Views: 237973

Out of curiosity. I have not taken a look at the code yet - but perhaps you can tell me if it is built in a modular way so that one could perhaps easily add a second moon as well? (for games set in a world with more than one moon)
by Trosan
Sun Apr 13, 2008 8:02 pm
Forum: Using OGRE in practice
Topic: Falagards wxOgreWidget solution problem / OgreMemoryManager
Replies: 3
Views: 459

I guess Sinbad wanted to link http://www.ogre3d.org/wiki/index.php/Wx ... _OGRE_v1.4 as he refers to Eihort.
by Trosan
Sun Apr 06, 2008 8:24 pm
Forum: Developer talk
Topic: a tilebased terrain manager
Replies: 149
Views: 79990

Okay, second release candidate! Download: Tile Based Terrain V2.0 RC2 API documentation (has not changed since RC1) New features: Demo application! I've also found and fixed a little bug, so please recompile the TBT library! Some info on the controls: - left mouse: select tile (there's no cursor atm...
by Trosan
Sun Mar 30, 2008 5:19 pm
Forum: Developer talk
Topic: a tilebased terrain manager
Replies: 149
Views: 79990

First of all, sorry for the delay. I was a bit busy again. @TdZBdaO and totex: Looks like you're both looking for an example application. Yes, I could try and create one, shouldn't be much of a problem if I find some nice textures for use with the TBT (if you happen to be able to share some, feel fr...
by Trosan
Tue Mar 18, 2008 10:18 pm
Forum: Showcase
Topic: WEditor - my Ogre World Editor - NewVersion test(16.10.2008)
Replies: 159
Views: 36448

Even though I download the NET 2.0 binary, it says it needs NET 3.0 and setup won't continue - any idea what's wrong?
by Trosan
Tue Mar 18, 2008 12:19 am
Forum: Help
Topic: tilebased terrain questions
Replies: 13
Views: 1025

Is it possible to share the material between several meshes? I think i have to write some shader, but the texture data should only be in the memory once. If you use one material for several meshes, OGRE loads it only once. But you can use StaticGeometry to make all your tile meshes a single batch. ...
by Trosan
Sat Mar 15, 2008 11:23 pm
Forum: Help
Topic: tilebased terrain questions
Replies: 13
Views: 1025

Again to my questions: I think it is not possible to set bounds for submeshes? Then I have to create a single mesh for every map part(which consists of 16x16 tiles)? Or is there a better way doing this? Yes, you need a mesh for every map chunk then. What you are going to do is "paging", I think you...
by Trosan
Sat Mar 15, 2008 11:16 pm
Forum: Developer talk
Topic: a tilebased terrain manager
Replies: 149
Views: 79990

TBT2 - Release Candidate 1

First release candidate is out. Download: Tile Based Terrain V2.0 RC1 API documentation New features: Recalculation of normals (after height has been changed) now works nicely! There will hopefully be no more interface changes until the final version which I plan to release next week. *crossing fing...
by Trosan
Sun Mar 02, 2008 7:37 pm
Forum: Showcase
Topic: WEditor - my Ogre World Editor - NewVersion test(16.10.2008)
Replies: 159
Views: 36448

Hey, that looks really great! Look forward to testing it! (and perhaps using it in my project)

Short questions: What have you done the interface with? Is it MFC or wxWidgets or something completely different at all?
by Trosan
Sun Mar 02, 2008 7:25 pm
Forum: Developer talk
Topic: a tilebased terrain manager
Replies: 149
Views: 79990

Yay, it works not only on my PC! :) Thanks for your feedback. I was very busy over the last months so I wasn't able to continue work. But I've got more time again and I am going to release a new version sometime soon. What I am currently up to is the shadows - they do actually work, but I need to fi...
by Trosan
Thu Jan 24, 2008 11:24 pm
Forum: Help
Topic: Texture shadows are not cast when using directional lights
Replies: 6
Views: 939

Thanks for your ideas! I'll try out the ones I haven't yet when I got time. Btw, I had already enabled FocusedCameraShadowSetup.. Cause I was bad in explaining the problem, I've created a little animation, showing the issue: http://img251.imageshack.us/img251/2898/shadowsjk6.gif It looks as though t...
by Trosan
Tue Jan 22, 2008 9:58 pm
Forum: Showcase
Topic: Iris2 - "Ultima Online" 3D-Client for Freeshards
Replies: 33
Views: 18162

This is just WOW! Sorry if I start to repeat myself, but I can't find any words for this. I was this project emerge (starting with Iris1, no even with "3D client for UO"). First, it was only a very dirty delphi version which displayed the UO maps in 3D, then there was a better one with some own mode...