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by johnhpus
Sat May 05, 2012 5:53 pm
Forum: General Discussion
Topic: can i use ogre for iphone and android games ?
Replies: 1
Views: 829

Re: can i use ogre for iphone and android games ?

First, yes, Ogre3D does work on iPhone and the port is officially supported. I'm not sure what's up with Android though... I don't think Ogre supports it. Do please note that Ogre is not a game engine. It's a rendering engine only. Game logic, scripting, sound, physics, networking, etc. are up to yo...
by johnhpus
Thu May 03, 2012 9:33 pm
Forum: Lounge / Off-topic
Topic: Headphone 'splitter' question for audiophiles
Replies: 29
Views: 9932

Re: Headphone 'splitter' question for audiophiles

Ah, yeah. It is a full KVM but works for just audio as well.
by johnhpus
Thu May 03, 2012 8:27 pm
Forum: Lounge / Off-topic
Topic: Headphone 'splitter' question for audiophiles
Replies: 29
Views: 9932

Re: Headphone 'splitter' question for audiophiles

Hi betajaen. I think this is what you're looking for: http://www.amazon.com/TRENDnet-2-Port-S ... 155&sr=8-1

I have one, and I love it.
by johnhpus
Wed Mar 07, 2012 6:33 pm
Forum: Lounge / Off-topic
Topic: Can I post about it here?
Replies: 15
Views: 1932

Re: Can I post about it here?

You don't have to write code to export Ogre art. Just download the exporter for your modelling software.

Feel free to ask for more clarification about anything that confuses you.
by johnhpus
Wed Mar 07, 2012 5:29 am
Forum: Back to Basics
Topic: [solved]XInput: Logitech f710 wireless. Analog Values
Replies: 10
Views: 5900

Re: [solved]XInput: Logitech f710 wireless. Analog Values

Good stuff Kojack, and great use of the visual aid. That's fine forum support.
by johnhpus
Mon Mar 05, 2012 11:41 pm
Forum: Back to Basics
Topic: [solved]XInput: Logitech f710 wireless. Analog Values
Replies: 10
Views: 5900

Re: [solved]XInput: Logitech f710 wireless. Analog Values

1) It doesn't start at zero... I fixed this by saving the value when it is center, at the beginning of the application. 2) when it returns to center, it doesn't always have the initial value. For example, let's say that the 128 was the initial center, then it may report 386. One possible solution w...
by johnhpus
Mon Mar 05, 2012 8:39 pm
Forum: Lounge / Off-topic
Topic: Can I post about it here?
Replies: 15
Views: 1932

Re: Can I post about it here?

You might consider download the Ogre exporter for your modelling program of choice. It's usually easy to do the export, and once you have, you'll have access to Ogre's users. In fact, you should know that several applications and libraries have adopted Ogre's .mesh format, even though they have litt...
by johnhpus
Mon Mar 05, 2012 12:41 am
Forum: Help
Topic: Advice request
Replies: 4
Views: 464

Re: Advice request

The octree scene manager does some culling for you, and you're right that you don't want to use a single enormous mesh so that you don't lose the benefits of that culling. There is likely a sweet spot between "all one mesh" and "each face is a mesh", and I would seek that out. I ...
by johnhpus
Sun Mar 04, 2012 1:34 am
Forum: Help
Topic: [How TO]3DX Navigator with OGRE3D {Win}Last Updated:03-03-12
Replies: 14
Views: 937

Re: [How TO]3DX Navigator with OGRE3D {Win}Last Updated:03-0

This looks like good stuff. I only wish I had one of those devices so that I could play with it. Thanks for sharing.
by johnhpus
Sun Mar 04, 2012 1:31 am
Forum: Help
Topic: Zero sized texture surface?
Replies: 1
Views: 1139

Re: Zero sized texture surface?

This may be relevant http://www.ogre3d.org/forums/viewtopic.php?f=2&t=56017&start=0 As it says, GL refused to create the texture, which suggests out of RAM conditions or driver problems. What chipset are you using, and are your drivers up to date? If you're running Windows and an embedded In...
by johnhpus
Sat Mar 03, 2012 9:38 pm
Forum: Help
Topic: Crash after Ogre3D Configuration
Replies: 8
Views: 585

Re: Crash after Ogre3D Configuration

Yeah... but when incompatible DLLs are the problem, it occurs as soon as they're loaded. OIS and Ogre's main DLL were loaded successfully at startup, as evidenced by the log entries we see them generating. :)
by johnhpus
Sat Mar 03, 2012 11:53 am
Forum: Help
Topic: Crash after Ogre3D Configuration
Replies: 8
Views: 585

Re: Crash after Ogre3D Configuration

Did you recompile Ogre using CodeBlocks? If you mix up stuff compiled with VS and CodeBlocks it might cause issues. But if that were the issue, could he have made it as far as he did? If the Ogre or OIS dlls were incompatible, they would have failed to load at startup. OIS doesn't load any plugins,...
by johnhpus
Sat Mar 03, 2012 9:52 am
Forum: Help
Topic: Crash after Ogre3D Configuration
Replies: 8
Views: 585

Re: Crash after Ogre3D Configuration

Does this same code function properly when compiled in Visual Studio? If not, it could simply be an error in your code.
by johnhpus
Sat Mar 03, 2012 9:49 am
Forum: Help
Topic: Hooking the engine from custom Plugins
Replies: 1
Views: 286

Re: Hooking the engine from custom Plugins

There are different types of plugins, and each type has an interface class that provides different virtual functions that you can override. There are plugins to load resources, plugins to manage scenes, plugins for render systems, plugins for platform support...
by johnhpus
Sat Mar 03, 2012 9:47 am
Forum: Help
Topic: Advice request
Replies: 4
Views: 464

Re: Advice request

I realized that the rendering speed is higher when I create an Entity for each face (500FPS) than creating the Entity for the whole zone at once (280FPS). I'd suggest revisiting that issue. That sounds completely opposite from everything I've heard. Typically, fewer larger meshes will render faster...
by johnhpus
Sat Mar 03, 2012 3:31 am
Forum: General Discussion
Topic: Model in Desktop (Layered window)
Replies: 2
Views: 480

Re: Model in Desktop (Layered window)

For the layered window approach, don't use a RenderWindow. Instead, create a RenderTexture, and when you create that texture you can set it to use RGBA or whatever you like (don't forget to set the RenderTexture's viewport background color to ColourValue::ZERO). Also, you might be interested in this...
by johnhpus
Sat Mar 03, 2012 3:23 am
Forum: Back to Basics
Topic: Game Event Help
Replies: 1
Views: 1354

Re: Game Event Help

I would recommend that you make all or most messages available to any interested message subscriber, and do subscription setup and event handling in external scripts. Something like... MyDoorObject.script subscribeToEvent( REGULAR_ENEMY_SPAWNED, onEnemySpawned ); subscribeToEvent( REGULAR_ENEMY_DIED...
by johnhpus
Sat Mar 03, 2012 3:15 am
Forum: Back to Basics
Topic: rotation ramp
Replies: 3
Views: 1176

Re: rotation ramp

I'm not sure how it applies to momentum, but if you just want to rotate from one position to another, use Ogre's slerp function and a curved spline for the interpolation factor. That combination should allow you to ramp up and slow down in whatever way you like, and still have a predictable end point.
by johnhpus
Sat Mar 03, 2012 3:10 am
Forum: Help
Topic: How to create such texture?
Replies: 1
Views: 271

Re: How to create such texture?

What does your resulting texture look like?
by johnhpus
Fri Mar 02, 2012 7:48 pm
Forum: Using OGRE in practice
Topic: fast transparent windows with Ogre - rough draft
Replies: 13
Views: 1395

Re: fast transparent windows with Ogre - rough draft

Yeah, the layered window approach is the original technique I wanted to replace.

Thanks for the tips, insight etc. to everyone who's commented. I will update the article with this information soon, hopefully this weekend.
by johnhpus
Mon Feb 27, 2012 12:46 am
Forum: Using OGRE in practice
Topic: fast transparent windows with Ogre - rough draft
Replies: 13
Views: 1395

Re: fast transparent windows with Ogre - rough draft

I've done a little reading about achieving this effect on Mac. It seems like there's a way to do it without much trickery, but I don't have much experience coding for Mac and I haven't done any work on it yet.
by johnhpus
Sun Feb 26, 2012 11:11 pm
Forum: Using OGRE in practice
Topic: fast transparent windows with Ogre - rough draft
Replies: 13
Views: 1395

Re: fast transparent windows with Ogre - rough draft

Oh, darn, I had really hoped it would work on Vista. I'll have to do some experimentation.

And yeah, this can/will definitely go up on the Wiki. I'll try to proof and polish the article over this week and when it's finished I'll toss it on the Wiki.
by johnhpus
Sun Feb 26, 2012 5:26 am
Forum: Using OGRE in practice
Topic: fast transparent windows with Ogre - rough draft
Replies: 13
Views: 1395

fast transparent windows with Ogre - rough draft

Hi guys A while back I was asked to render an Ogre scene into a transparent window, such that the objects in the scene appeared to float above the desktop. I did a thorough search of the forums and looked around the internet for ideas, and I found the common technique used to achieve that effect. Th...
by johnhpus
Tue Jan 17, 2012 6:36 pm
Forum: Recruitment
Topic: [paid] need artist to rig simple model
Replies: 0
Views: 1052

[paid] need artist to rig simple model

I have a basic model, and an existing skeleton, and I need to have that model rigged to that skeleton. I will need the work to be done in Maya (sorry, 3D Studio isn't an option right now). It should be a simple job and we're accepting bids. There may be more work available in the future if this goes...

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