Search found 3521 matches

by spacegaier
Mon Jan 09, 2017 3:25 am
Forum: Announcements / News / Information
Topic: [Announcement] New team member: Pavel Rojtberg
Replies: 2
Views: 37598

[Announcement] New team member: Pavel Rojtberg

OgreNewsBot wrote:The new year has just started and already we have good news for the Ogre community: Pavel Rojtberg officially joined the development team.

More in the news entry.
by spacegaier
Mon Dec 26, 2016 11:10 am
Forum: General Discussion
Topic: Tiki wiki is not working!
Replies: 4
Views: 438

Re: Tiki wiki is not working!

But even if you can't reach the guy that handles the server stuff, the guy is sometimes browsing the forums ;) .

Wiki is accessible again. Happy holidays ;) !
by spacegaier
Fri Dec 23, 2016 11:33 pm
Forum: Announcements / News / Information
Topic: [News] Ogre Progress Report: March 2016
Replies: 17
Views: 45445

Re: [News] Ogre Progress Report: March 2016

Should be released within the next few days. Stay tuned. Well, you asked for it... Or did you mean those days that take weeks :lol: . Sorry, I mistyped back then. Should have read: "Should be released once the first memes start popping up in this thread" ;) . Either way. Here you go: http...
by spacegaier
Fri Dec 23, 2016 11:31 pm
Forum: Announcements / News / Information
Topic: [News] Ogre Progress Report: December 2016
Replies: 3
Views: 34600

[News] Ogre Progress Report: December 2016

To round out the year, there is now a new Ogre Progress Report! Consider it our holiday gift :) .

There are a lot of changes, so go check it out.

Link: http://www.ogre3d.org/2016/12/23/ogre-p ... ember-2016
by spacegaier
Tue Nov 15, 2016 11:17 pm
Forum: Announcements / News / Information
Topic: [News] Ogre Progress Report: March 2016
Replies: 17
Views: 45445

Re: [News] Ogre Progress Report: March 2016

Hey guys. How about a new progress report? It's november already, and it has been like half a year since previous one? I see that there is a lot being done, from todo list. We had the same thought a few days ago and a new progress report is already being compiled. Should be released within the next...
by spacegaier
Fri Nov 04, 2016 11:48 pm
Forum: General Discussion
Topic: [Announcement] Issue with Google mail addresses
Replies: 3
Views: 47621

Re: [Announcement] Issue with Google mail addresses

We are again facing some issues with GMAIL addresses, this time related to IPv6. We are looking into this. Sorry for the inconvenience.
by spacegaier
Mon Sep 26, 2016 11:53 am
Forum: Mobile Devices
Topic: Urgent: GooglePlay now blocking apps with old FreeImage
Replies: 15
Views: 1518

Re: Urgent: GooglePlay now blocking apps with old FreeImage

@Spekoda: Did the proposal from "farrer" work for you as well? If it does, we can adopt the CMake script to sent _ARM_ for Android builds.
by spacegaier
Fri Sep 23, 2016 1:49 pm
Forum: Mobile Devices
Topic: Urgent: GooglePlay now blocking apps with old FreeImage
Replies: 15
Views: 1518

Re: Urgent: GooglePlay now blocking apps with old FreeImage

If you look at the file causing the error (libraw_types.h lines 463ff), you will see that in your Android build no condition is met. I am not sure which one to actually use on Android, so you would have to test that and then let us know and we can add it to the CMake script.
by spacegaier
Fri Sep 23, 2016 11:42 am
Forum: Mobile Devices
Topic: Urgent: GooglePlay now blocking apps with old FreeImage
Replies: 15
Views: 1518

Re: Urgent: GooglePlay now blocking apps with old FreeImage

After a bit of googling I found a possible solution. I updated the CMakeList.txt.
by spacegaier
Fri Sep 23, 2016 9:53 am
Forum: Mobile Devices
Topic: Urgent: GooglePlay now blocking apps with old FreeImage
Replies: 15
Views: 1518

Re: Urgent: GooglePlay now blocking apps with old FreeImage

Sounds like it's also Win SDK issue? No, this time it's an include folder issue. On non-Win platforms some more files are required by LibJXR which are all part of FreeImage, but in the CMake script the folder path was incorrect. On my Windows machines this error does not happen. I committed a fix. ...
by spacegaier
Thu Sep 22, 2016 1:22 pm
Forum: Help
Topic: Bit width/precision of the depth buffer(z buffer) in OGRE?
Replies: 1
Views: 318

Re: Bit width/precision of the depth buffer(z buffer) in OGR

Cross-post: Same question on StackOverflow

You can get the bit depth of the depth buffer via this method:

Code: Select all

uint16 DepthBuffer::getBitDepth() const

API link
by spacegaier
Thu Sep 22, 2016 11:07 am
Forum: Mobile Devices
Topic: Urgent: GooglePlay now blocking apps with old FreeImage
Replies: 15
Views: 1518

Re: Urgent: GooglePlay now blocking apps with old FreeImage

The file "search.h" is part of the Windows SDK. for Android however that does not work, which is why we have a custom modifiction in the old FreeImage. I will push that to the new branch in a few minutes. Doing a test build right now. Update : Pushed: https://bitbucket.org/cabalistic/ogred...
by spacegaier
Wed Sep 21, 2016 11:23 pm
Forum: Mobile Devices
Topic: Urgent: GooglePlay now blocking apps with old FreeImage
Replies: 15
Views: 1518

Re: Urgent:Google play now blocking apps /w old FreeImage

I just created a new branch "freeimage-3.18.0" in our dependency repository: https://bitbucket.org/cabalistic/ogredeps/branch/freeimage-3.18.0 I did not push to "default" since there is still some testing to be done if it works for all OS and compiler versions. On MS VS 2015 ever...
by spacegaier
Sat Aug 06, 2016 7:51 am
Forum: Help
Topic: Changelog
Replies: 1
Views: 254

Re: Changelog

No, the change log is up-to-date. The last officially released version is currently Ogre 1.9. The others are still officially work-in-progress although already quite stable (except Ogre 2.1). For 1.10 a release is planned in the near future.
by spacegaier
Sat Jul 23, 2016 9:28 am
Forum: Help
Topic: problem with terrain blending
Replies: 1
Views: 311

Re: problem with terrain blending

The images are not visible. Can you please check that the links are correct and accessible?
by spacegaier
Sat Jul 23, 2016 12:44 am
Forum: Help
Topic: Scene Editor For Ogre3D
Replies: 6
Views: 1061

Re: Scene Editor For Ogre3D

There is a WIP one named "Ogitor" although since quite some time we were not able to actively develop it further, but it is completely open-source: https://bitbucket.org/ogitor/ogitor I also realized that the main website plus its forums are currently down. I already sent out mails to rect...
by spacegaier
Wed Jul 20, 2016 2:21 pm
Forum: Help
Topic: Animation for Color?
Replies: 3
Views: 264

Re: Animation for Color?

Instead of setting a custom parameter on the SubEntity (that you would need to react to somewhere), you could directly manipulate its material instead.
by spacegaier
Wed Jul 20, 2016 8:17 am
Forum: Help
Topic: Animation for Color?
Replies: 3
Views: 264

Re: Animation for Color?

I think Ogre::Animation is meant for position movements along some predefined tracks/paths. To animate the color of an object (SubEntity), I spontaneously see at least three possible options: 1. Use a FrameListener / rendering loop, where you can update the color directly in your application as need...
by spacegaier
Tue Jul 19, 2016 6:00 pm
Forum: Showcase
Topic: Upcoming Wild west shooter powered by OGRE.
Replies: 30
Views: 7481

Re: Upcoming Wild west shooter powered by OGRE.

Wow, that's indeed already looking really good, considering the polish (particles, etc.) is still missing. The only thing I did not like (matter of personal preference) is the [spoiler_safe_mode] "thing" [/spoiler_safe_mode] at the end. Don't personally like those real-world / fantasy cros...
by spacegaier
Tue Jul 19, 2016 5:14 pm
Forum: Help
Topic: Error - cannot open file 'RenderSystem_Direct3D9_d.lib'
Replies: 1
Views: 419

Re: Error - cannot open file 'RenderSystem_Direct3D9_d.lib'

That "RenderSystem_Direct3D9_d.lib" cannot be found error when building the HLMS sample is only a symptom not the cause. The problem lies within trying to build the render system due to some unfound identifiers, e.g. "D3D_FEATURE_LEVEL_11_1" although I cannot explain that right n...
by spacegaier
Mon Jul 18, 2016 11:50 am
Forum: Help
Topic: Where can I do background check?
Replies: 0
Views: 224

Re: Where can I do background check?

Are you referring to an Ogre background texture (your question is quite unclear and needs a lot more info in that case) or something off-topic?
by spacegaier
Sun Jul 17, 2016 11:34 pm
Forum: Help
Topic: Unable to actually use Ogre 1.10 code!
Replies: 4
Views: 275

Re: Unable to actually use Ogre 1.10 code!

OK, well the problem I have is that if I clone the repository I get 1.10 only :L If you clone a repository, you always get the whole history and all branches. So if you cloned the Ogre BitBucket repository, you also have v2-1 in your clone. By default the "default" branch is the one that ...
by spacegaier
Sun Jul 17, 2016 12:44 pm
Forum: General Discussion
Topic: [News] Ogre 2.1 FAQ
Replies: 1
Views: 65550

[News] Ogre 2.1 FAQ

Since we often get questions about the new Ogre versions in general and more specifically about the state of Ogre 2.1, Matias took the time to prepare an FAQ article in the wiki that provides answers to the most frequently asked questions. Over time we will expand this article to include new questio...
by spacegaier
Thu Jul 14, 2016 10:46 pm
Forum: Help
Topic: Cannot find RenderSystem_GL?
Replies: 1
Views: 221

Re: Cannot find RenderSystem_GL?

Not an Ogre@Linux guy, so I might be way off, but perhaps it is possible to list those paths in plugins.cfg? Never tried that or checked the respective Ogre code that handles that file.
by spacegaier
Thu Jul 14, 2016 10:43 pm
Forum: General Discussion
Topic: Game engine integration proposal
Replies: 1
Views: 923

Re: Game engine integration proposal

There are already various projects building upon 2.1, so it can be used and is quite stable. Two eye-candy projects are linked here: http://www.ogre3d.org/forums/viewtopic.php?f=25&t=88654#p529365 Some info about the planned rendering support: http://www.ogre3d.org/forums/viewtopic.php?f=3&t...

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