Search found 15 matches

by vimes
Thu Apr 03, 2008 4:16 am
Forum: Help
Topic: getting edges position (x,y,z)
Replies: 4
Views: 605

I have a question related to this topic : are the indices in the wiki-code the indices of the vertex of a triangle in the mesh? I'm trying to retrieve the pairs of vertices that define edges in a mesh but with EdgeData in hand, I'm not sure what to do next. Should I do something of the like : std::v...
by vimes
Thu Mar 29, 2007 1:30 am
Forum: Help
Topic: [Solved][VC8-ExampleApplication]Early crash on LogManager
Replies: 3
Views: 407

I started all over again from by 1 - duplicating a sample [in this case Facial Animation] 2 - integrating it in the Ogre project and making it work there 3 - using it as a stand alone project and works the kinks out 4 - replacing the content of one of the cpp file by the Minimal Example... and every...
by vimes
Tue Mar 27, 2007 9:46 pm
Forum: Showcase
Topic: Interior Mapping
Replies: 188
Views: 112869

It's really strange : up close and with an angle the result is really convincing, but as soon as you're a bit far (i.e. when you can see the whole building), it seems wrong, somehow... Maybe it is because there is no far boundary on the and there is no wall inside, I'm not sure. But anyway, the effe...
by vimes
Tue Mar 27, 2007 6:55 pm
Forum: Help
Topic: [Solved][VC8-ExampleApplication]Early crash on LogManager
Replies: 3
Views: 407

I use the one created by building Eirhort but I will check anyway, thanks for the advice... plus, I just realized SP1 for VS 8.0 isn't installed on my system, so that makes one more factor to eliminate.
by vimes
Tue Mar 27, 2007 4:39 pm
Forum: Showcase
Topic: Interior Mapping
Replies: 188
Views: 112869

It's an interesting feature but it might get better if you 1 - create a second texture for the floor so that it looks less confusing 2 - you activate this effect only when the camera is in a certain range of the building ( better activate it progressively if it's possible) I would have had looked in...
by vimes
Tue Mar 27, 2007 4:27 pm
Forum: Help
Topic: [Solved][VC8-ExampleApplication]Early crash on LogManager
Replies: 3
Views: 407

[Solved][VC8-ExampleApplication]Early crash on LogManager

Hi, Going back to Eihort while waiting for Yake 0.6 to stabilized, I downloaded the latest source of Ogre/Dependencies, managed to build everything and make all the samples run without an error. I'm now trying to make a first application but whatever example I use (i.e. the one using ExampleFrameLis...
by vimes
Sun Aug 06, 2006 4:22 am
Forum: Showcase
Topic: Global - screen shots
Replies: 35
Views: 15753

I don't know if this has changed since the 1st of August :roll: but at the time, the information such as the cities and the areas own by each sides were displayed on a sphere slightly bigger than the earth itself. In fact, most of the time, the camera is above the earth and looking at its centre; in...
by vimes
Sun Jul 02, 2006 1:13 pm
Forum: Showcase
Topic: The Blob
Replies: 191
Views: 90323

Great game : awesome gameplay, great soundtrack, fantastic art direction... it would have made a great level for Psychonauts! Congrats, I hope to see more of your dev group in the future!
by vimes
Thu Jun 15, 2006 10:00 am
Forum: Help
Topic: [Solved][Material] Vertexcolour and transparent texture
Replies: 2
Views: 555

Sooo, I modified several things which all together solved my problem 1- Use grayscale for the transparency levels (thx PatrickB3) 2 - Modified the material script material Sun/Test { technique { pass 1 { scene_blend alpha_blend ambient vertexcolour depth_write off depth_check on texture_unit { colou...
by vimes
Thu Jun 15, 2006 8:06 am
Forum: Help
Topic: [Solved][Material] Vertexcolour and transparent texture
Replies: 2
Views: 555

[Solved][Material] Vertexcolour and transparent texture

Hi, I've been trying to achieve this effect http://pix.nofrag.com/91/3f/db778c31afc5ec07b23496867237.jpg and to do that I created a quad to which I apply a material which is supposed to attach a ring texture (i.e. a transparent texture containing a ring which fades on the inside and the outside) and...
by vimes
Thu Jun 08, 2006 2:41 am
Forum: Back to Basics
Topic: [toLua] Generated files fail to compile
Replies: 4
Views: 992

You should ask the toLua maintainers about problems compiling with toLua -- this is neither an Ogre question nor a "Back To Basics" question. Sorry if this post doesn't fit this particular forum but I already tried to contact the maintainers without success and my posts on CEGUi forum and on Gamede...
by vimes
Thu Jun 08, 2006 1:17 am
Forum: Back to Basics
Topic: [toLua] Generated files fail to compile
Replies: 4
Views: 992

[toLua] Generated files fail to compile

Hi, I'm using LUA and to LUA to create the GUI of a project using Ogre and CEGUI. Here is what I want to do : I want a function in a LUA script to call a C++ function in my GameEngine class. I cleaned the Gameengine.h file, renamed it to LUAGameEngine.pkg and generated the LUAGameEngine.cpp and LUAG...
by vimes
Fri May 26, 2006 3:30 am
Forum: Help
Topic: [CEGUI]setSelectionBrushImage ABOVE the Text?
Replies: 0
Views: 402

[CEGUI]setSelectionBrushImage ABOVE the Text?

Hi, I've post this threqd on the CEGUI foru but I thought it was worth posting it here...so : When I'm using a combobox, I always get the following problem : when I select an item, it is hidden by an image which I suspect to be the selectionBrushImage... which should appear in the background. here i...
by vimes
Wed May 24, 2006 3:28 am
Forum: Help
Topic: Indexed colors
Replies: 1
Views: 371

Indexed colors

And by indexed colors I mean this : http://cat.xula.edu/tutorials/imaging/indexed.php Is there any way to use indexed colors for a texture in OGRE so that I could change the color of a whole batch of pixels by just modifying the index and not each and every pixel ? I think the dynTex demo is using s...
by vimes
Fri May 19, 2006 5:23 am
Forum: Help
Topic: Rendering an element outside the frustum ?
Replies: 1
Views: 600

Rendering an element outside the frustum ?

Hi all, I'm currently working on displaying a planet covered with meshes representing cities. The camera view point is always looking at the "core" of the planet which is located at the origin.Thus there is always a dark side of the planet containing cities which doesn't need to be rendered. Current...