Search found 3416 matches

by dark_sylinc
Sun Nov 19, 2017 10:17 pm
Forum: Ogre 2.0+
Topic: Mapping of gLTF emissive texture
Replies: 17
Views: 525

Re: Mapping of gLTF emissive texture

devxkh wrote:
Sun Nov 19, 2017 10:02 pm
cool, thx for adding it. I'm the only one, getting a shader compile error?
OgreLog:GLSL compile log: 537002112PixelShader_ps
0(764) : error C1008: undefined variable "emissiveIdx"
Fixed. Sorry about that.
by dark_sylinc
Sun Nov 19, 2017 9:00 pm
Forum: Help
Topic: Tutorial06_Multithreading overview?
Replies: 3
Views: 77

Re: Tutorial06_Multithreading overview?

I understand that createScene is divided into two stages and each state runs in parrallel. Maybe it's more of a "How do I use logic and graphics". What type of stuff goes in logic and what do I put in graphics? Anything that has an impact in logic or physics goes into logic system. Anything that is...
by dark_sylinc
Sun Nov 19, 2017 8:45 pm
Forum: Using OGRE in practice
Topic: How to determine and discard unused HLMS textures
Replies: 1
Views: 56

Re: How to determine and discard unused HLMS textures

Hi! First, Texture management is unfortunately Ogre 2.1's weakest spot. Which is what 2.2 will be addressing . For example, an Hlms material, even if not used, will load the textures immediately (which is wasteful). You would have to create the materials and the texture with the page. Ogre 2.2 also ...
by dark_sylinc
Sun Nov 19, 2017 6:15 pm
Forum: Ogre 2.0+
Topic: [2.1] Shadow glitches with recent commit
Replies: 16
Views: 354

Re: [2.1] Shadow glitches with recent commit

Fixed . WOW!!! Talk about tight! If you see the commit change, this happened because we were missing "1.0" in padding, because we just step the camera backwards by 2.0 units. The bug disappeared if either increased the padding by 1.0 or decreased how much we walked backwards by 1.0. More impressive...
by dark_sylinc
Sun Nov 19, 2017 5:37 pm
Forum: Ogre 2.0+
Topic: [2.1] Shadow glitches with recent commit
Replies: 16
Views: 354

Re: [2.1] Shadow glitches with recent commit

Question, does the problem go away if you add some padding to the Z axis? mMaxDistance = vMax.z - vMin.z + 1.0f + padding; Let me know how much padding you need until the bug disappears. Given recent changes, if padding is in range [0; 100] the quality differences would be negligible (much more negl...
by dark_sylinc
Sun Nov 19, 2017 5:30 pm
Forum: Ogre 2.0+
Topic: Mapping of gLTF emissive texture
Replies: 17
Views: 525

Re: Mapping of gLTF emissive texture

Yesterday I added emissive materials to Ogre 2.2 . The pro: emissive colour! The con: Normal detail maps no longer have separate offset and scale settings. They assume they're the same setting as the diffuse detail map. This shouldn't be much of a con to most people. The main reason for this is that...
by dark_sylinc
Sun Nov 19, 2017 5:50 am
Forum: Ogre 2.0+
Topic: Directory flooding of generated cache shader files
Replies: 5
Views: 134

Re: Directory flooding of generated cache shader files

I always wondered why this was turned on by default. I know it can be useful to checkout the shared code generated by the HLMS, but for a "normal user" that isn't hacking around shared code and is just using the built-in PBS/Unlit ones it's more annoying than anything. "Normal users" in Ogre3D mean...
by dark_sylinc
Fri Nov 17, 2017 11:58 pm
Forum: Ogre 2.0+
Topic: [2.1] VAO corruption bug with mixed V1/V2 rendering
Replies: 2
Views: 113

Re: [2.1] VAO corruption bug with mixed V1/V2 rendering

Breathe in, breathe out.

**sigh**

Yes, your fix is most likely the best solution.
by dark_sylinc
Fri Nov 17, 2017 6:09 am
Forum: Help
Topic: Tutorial06_Multithreading overview?
Replies: 3
Views: 77

Re: Tutorial06_Multithreading overview?

First, check Tutorial01-04 help descriptions.
Then check Tutorial05's help description (press F1 inside the demo).
Then Tutorial06's help desc.

If that is not enough, this old blog post, although it was written way before 2.1; the concepts are the same.
by dark_sylinc
Fri Nov 17, 2017 6:04 am
Forum: Ogre 2.0+
Topic: [2.1] Shadow glitches with recent commit
Replies: 16
Views: 354

Re: [2.1] Shadow glitches with recent commit

OK!!!

I think I fixed this problem for good this time.
Could you guys confirm? (remember to update the shader template files, specifically Hlms/Pbs/Any/ShadowMapping_piece_ps.any got changed, aside from C++ code)
by dark_sylinc
Fri Nov 17, 2017 5:17 am
Forum: Ogre 2.0+
Topic: [2.1] Shadow glitches with recent commit
Replies: 16
Views: 354

Re: [2.1] Shadow glitches with recent commit

123iamking wrote:
Fri Nov 17, 2017 4:56 am
The shadow glitch can even be reproduced with Ogre 2.1 official sample: Sample_Tutorial_DynamicCubemap
https://vimeo.com/243239394
[vimeo]243239394[/vimeo]
Great find! I can now debug this easily! Turns out ShadowMapDebugging has this problem too if looked from a similar angle.
by dark_sylinc
Wed Nov 15, 2017 11:55 pm
Forum: Ogre 2.0+
Topic: [2.1] Shadow glitches with recent commit
Replies: 16
Views: 354

Re: [2.1] Shadow glitches with recent commit

Hi, what I'm encountering is the following: - My camera's near clip distance is set to 0.01, because I'm using the units 1 = 1 meter because of physics. - So the shadows will change immediately to a worse detail when I move the camera just a few units away from from an object that casts shadows. - ...
by dark_sylinc
Wed Nov 15, 2017 8:28 pm
Forum: Ogre 2.0+
Topic: Mesh vs OpenGEX vs glTF
Replies: 34
Views: 1426

Re: Mesh vs OpenGEX vs glTF

My advice is that you make two cubes in blender, one on top of the other in the Y axis, join them (Select both, then Ctrl+J).
Then add two bones, one bone for each cube; and perform a simple 90° rotation animation.

Then export to gltf.

That way you'll spot the problem immediately.
by dark_sylinc
Wed Nov 15, 2017 8:25 pm
Forum: Ogre 2.0+
Topic: [2.1] Ogre 2.1 official release goals
Replies: 15
Views: 506

Re: [2.1] Ogre 2.1 official release goals

Semi-stable is probablythe right word for it. Interesting! mmm... I would like to start integrating 2.2 in to my engine, I don't mind if features/api changes in the future, I do mind if its going to crash a lot, do you recommend me to start integrating 2.2? Yes. The main interfaces aren't going to ...
by dark_sylinc
Wed Nov 15, 2017 6:05 pm
Forum: Ogre 2.0+
Topic: Mesh vs OpenGEX vs glTF
Replies: 34
Views: 1426

Re: Mesh vs OpenGEX vs glTF

Mmm... all of what you're posting sounds strange. Animation formats rarely even know about bind-space matrices, since this can be automatically calculated using math. Most animation formats I've seen deal in pose space, i.e. _getDerivedPosition / Orientation / Scale; rather than bind space. Bind spa...
by dark_sylinc
Wed Nov 15, 2017 4:20 pm
Forum: Ogre 2.0+
Topic: [2.1] Ogre 2.1 official release goals
Replies: 15
Views: 506

Re: [2.1] Ogre 2.1 official release goals

What are the (planned) additions/changes for 2.2? Is it (semi-)stable? I'm asking because in December I will have some free time to experiment and I'm thinking maybe I should make GLES3 work on the 2.2 branch if you say there could be fewer bugs with Android. I'm already behind in that GLES3 works ...
by dark_sylinc
Wed Nov 15, 2017 1:38 am
Forum: Ogre 2.0+
Topic: Separating Ogre Logic & Ogre Rendering to different threads
Replies: 3
Views: 142

Re: Separating Ogre Logic & Ogre Rendering to different threads

Currently I am wasting quite a few CPU cycles waiting for the GPU to finish rendering. This is compounded by Ogre's rendering pipeline still being single threaded. So many cores are laying dormant. I should think this is a problem faced by many Ogre devs. Analyze your bottleneck first. If you're id...
by dark_sylinc
Wed Nov 15, 2017 12:51 am
Forum: Ogre 2.0+
Topic: [2.1] Ogre 2.1 official release goals
Replies: 15
Views: 506

Re: [2.1] Ogre 2.1 official release goals

I can't say I agree with your analysis, but dammit, I want to believe it. Plus, there's WebGL 2.0 I guess I should look more into merging your branch back to us, focusing on GLES3, irrespective of Android. Something I'm curious to see is Ogre 2.2 + Android; even though it's WIP, the new texture mani...
by dark_sylinc
Wed Nov 15, 2017 12:42 am
Forum: Ogre 2.0+
Topic: [2.1] Shadow glitches with recent commit
Replies: 16
Views: 354

Re: [2.1] Shadow glitches with recent commit

Interesting... I was hoping the padding was no longer needed. The more padding, the lower the quality unnecessarily (assuming the padding was not needed). I guess a in-between value like 1.5 could work as SolarPortal suggest. Ash, could you check if 1.5 works for you? The error i still get is a shad...
by dark_sylinc
Tue Nov 14, 2017 2:31 pm
Forum: Ogre 2.0+
Topic: [2.1] Ogre 2.1 official release goals
Replies: 15
Views: 506

Re: [2.1] Ogre 2.1 official release goals

guessing that by AAA you actually mean 1st/3rd person view games with pretty scenes and convincing lights i don't think phones "have the juice" for this kind of AAA and besides that i don't think there is a crowd for that since there other limits as battary draining, screen-size and lack of good AA...
by dark_sylinc
Mon Nov 13, 2017 9:04 pm
Forum: Help
Topic: Scale mesh via OgreMeshMagick
Replies: 2
Views: 54

Re: Scale mesh via OgreMeshMagick

My guess, a locale problem
Try 0,01 instead (see the comma)
by dark_sylinc
Mon Nov 13, 2017 7:36 pm
Forum: Help
Topic: v2-2 ParticleSystem stall
Replies: 5
Views: 80

Re: v2-2 ParticleSystem stall

I will rename ReadyForDisplay because I see the confusion it just caused. Basically if you download an RTT when you get that message, you'll be downloading an empty texture, or something halfway. That message should be renamed to ReadyForRendering and documentation more clear, since it's meant for r...
by dark_sylinc
Mon Nov 13, 2017 5:27 pm
Forum: Help
Topic: v2-2 ParticleSystem stall
Replies: 5
Views: 80

Re: v2-2 ParticleSystem stall

If it's the latter (efficiently save a sequence of images (like a video) by continously downloading the RTT to CPU every frame), then you need to do what Image2::convertFromTexture does, however: There's no need to call texture->waitForData if it's a RenderTexture Image2 creates an AsyncTextureTicke...
by dark_sylinc
Mon Nov 13, 2017 5:20 pm
Forum: Help
Topic: v2-2 ParticleSystem stall
Replies: 5
Views: 80

Re: v2-2 ParticleSystem stall

I'm not sure I understand. Are you asking how to save an RTT to disk? (TextureGpu::writeContentsToFile) Or are you asking how to efficiently save a sequence of images (like a video) by continously downloading the RTT to CPU every frame? Edit: Previously I started with trying to create a screenshot f...