Search found 554 matches

by psquare
Sun Jun 09, 2013 10:34 am
Forum: Using OGRE in practice
Topic: Question about multiple devices and buffers
Replies: 3
Views: 510

Re: Question about multiple devices and buffers

Ok. I found it upon debugging more. The buffers for the new device are created when notifyOnDeviceCreate gets called.
by psquare
Sat Jun 08, 2013 1:24 pm
Forum: Using OGRE in practice
Topic: Question about multiple devices and buffers
Replies: 3
Views: 510

Re: Question about multiple devices and buffers

I did look at the resource creation policy. It is create on all devices. However, upon debugging I noticed that only one vertex buffer is created corresponding to the device currently in question (since getResourceCreationDeviceCount returns 1)
by psquare
Sat Jun 08, 2013 12:48 pm
Forum: Using OGRE in practice
Topic: Question about multiple devices and buffers
Replies: 3
Views: 510

Question about multiple devices and buffers

I am slightly confused as to how ogre is handling multiple devices. I have a windowed application using ogre. I noticed that when I move the app to the 2nd monitor, a new device is created presumably corresponding to the new window. However I don't see the vertex buffers being recreated. I also put ...
by psquare
Wed May 15, 2013 9:17 pm
Forum: Recruitment
Topic: Looking for Ogre Programmer (Paid)
Replies: 1
Views: 2800

Looking for Ogre Programmer (Paid)

Hello, I am looking to hire a programmer for a 3D application. This is a Ogre + Qt based app that has been in development for 3 years, and is used successfully by several companies. Details via PM. Requirements: -Atleast 5+ years experience with C++ -Atleast 2 years experience with Ogre, preferably ...
by psquare
Wed May 08, 2013 10:51 am
Forum: Using OGRE in practice
Topic: Position and Normals from depth revisited (artifacts/banding
Replies: 4
Views: 1008

Re: Position and Normals from depth revisited (artifacts/ban

> PF_FLOAT32_RGBA (32 bits per channel, 128 bits total)?
That one. Or PF_FLOAT16_RGBA.
by psquare
Tue May 07, 2013 9:32 pm
Forum: Using OGRE in practice
Topic: Position and Normals from depth revisited (artifacts/banding
Replies: 4
Views: 1008

Position and Normals from depth revisited (artifacts/banding

This may be a general programming question than Ogre, so feel free to move: I am trying to recover position and normals from depth stored in render to texture. I store the depth like so in the render to texture: VS: outObjPosViewSpace = mul(worldView, inPos); PS: float depth = length(inObjPosViewSpa...
by psquare
Mon Apr 08, 2013 4:43 pm
Forum: Showcase
Topic: Ogre 1.7+ with SpeedTree 6+
Replies: 0
Views: 1026

Ogre 1.7+ with SpeedTree 6+

'GenomeSpeedTree' integrates Ogre 1.7.x with SpeedTree 6+. We wrote this because, as we know, the excellent OgreSpeedTree has been discontinued. Not to mention the API and the way shaders are employed in SpeedTree 6 are radically different. SpeedTree 6 also heavily uses instancing and such, which we...
by psquare
Sun Mar 10, 2013 2:38 pm
Forum: Using OGRE in practice
Topic: PSSM shadow flickering
Replies: 10
Views: 1171

Re: PSSM shadow flickering

Ok. I am using scene_depth_range and shadow_scene_depth_range. I am now getting erroneous self-shadowing. I am confused as to why the sample shaders have this for the linear space computation: outPos = mul(worldViewProj, position); ... outDepth.x = (outPos.z - depthRange.x) * depthRange.w; How is th...
by psquare
Wed Mar 06, 2013 9:58 pm
Forum: Using OGRE in practice
Topic: PSSM shadow flickering
Replies: 10
Views: 1171

Re: PSSM shadow flickering

Yea, it is set to true.
by psquare
Wed Mar 06, 2013 7:42 pm
Forum: Using OGRE in practice
Topic: PSSM shadow flickering
Replies: 10
Views: 1171

Re: PSSM shadow flickering

Hey bstone, So, its all working right now. *But* my application is an architectural modelling tool with walls, trees, etc. Walls can be really thin. And also the trees are just planar. So, I get a lot of zfighting/biasing issues. I tried a few things: scene_depth_range, constant biasing, etc. But I ...
by psquare
Wed Mar 06, 2013 10:10 am
Forum: Using OGRE in practice
Topic: PSSM shadow flickering
Replies: 10
Views: 1171

Re: PSSM shadow flickering

Ah yes, ofcourse. Thank you so much.
by psquare
Tue Mar 05, 2013 3:10 pm
Forum: Using OGRE in practice
Topic: PSSM shadow flickering
Replies: 10
Views: 1171

Re: PSSM shadow flickering

Well that worked! So thank you :-)

But, why does that work?
by psquare
Tue Mar 05, 2013 2:47 pm
Forum: Using OGRE in practice
Topic: PSSM shadow flickering
Replies: 10
Views: 1171

PSSM shadow flickering

I have a problem with PSSM shadows in my app, which I can see in the PlayPen PSSM sample as well. The shadows flicker a lot as the view changes. Specifically, the flickering occurs where the texture coordinates in t he shader are outside (0,1) range: LightPosition0 = LightPosition0/LightPosition0.w;...
by psquare
Fri Nov 02, 2012 12:04 pm
Forum: Using OGRE in practice
Topic: PSSM Shadow artifacts
Replies: 4
Views: 589

Re: PSSM Shadow artifacts

No. Its set somewhere else. Look at the 3rd image in the first post. The shadows are correctly being rendered as well.
by psquare
Fri Nov 02, 2012 11:56 am
Forum: Using OGRE in practice
Topic: PSSM Shadow artifacts
Replies: 4
Views: 589

Re: PSSM Shadow artifacts

Camera far distance is the same as shadow far distance. Looking into the code of the PSSM camera computations, I think this does not matter though, because the old near and far plane are saved out and the split points are used instead. Here's the shadow set up code. Far distance is about 2000 mScene...
by psquare
Fri Nov 02, 2012 2:24 am
Forum: Using OGRE in practice
Topic: PSSM Shadow artifacts
Replies: 4
Views: 589

PSSM Shadow artifacts

I have been trying to use PSSM shadows. They do work, but I get all sorts of artifacts. As you can see in the image below, there seems to be shadowing at the edges of the cuboid where there should be none http://img27.imageshack.us/img27/8872/20121101204621.th.png Reducing the far shadow distance se...
by psquare
Fri Mar 09, 2012 8:20 am
Forum: Recruitment
Topic: [Paid] Fulltime programmer needed for game
Replies: 0
Views: 1181

[Paid] Fulltime programmer needed for game

Our project 'UniCraft' has been in development for more than a year now. Our core engine has been already built around the following technologies: Ogre, PolyVox, Bullet physics, RakNet. We are in urgent need of a C++ programmer, the immediate need being to add the game play elements. The ideal candi...
by psquare
Thu Jun 02, 2011 9:57 am
Forum: Showcase
Topic: Mitraclip Virtual Procedure
Replies: 24
Views: 10788

Re: Mitraclip Virtual Procedure

Can you tell us how you did the slicing and the rendering on the slice surface? Thanks. As JDX_John mentioned, I am not sure how much I can say or not say about what we are doing. However, suffice it to say that slicing, rendering, etc is all done with variations of techniques that are all public k...
by psquare
Tue May 31, 2011 7:56 am
Forum: Showcase
Topic: Mitraclip Virtual Procedure
Replies: 24
Views: 10788

Re: Mitraclip Virtual Procedure

..but a training application.
This is correct. This app is primarily a simulation tool geared towards aiding/training doctors.
by psquare
Sat Feb 26, 2011 2:52 am
Forum: Using OGRE in practice
Topic: background loading problems with Zip Archive
Replies: 7
Views: 2637

Re: background loading problems with Zip Archive

only solution that i saw after investigating this is to implement your own ZipArchive which is then threadsafe.
Yes. That's exactly what I ended up doing.

I needed the ability to update the zip file as well (overwrite or add new files), so I needed this anyway. I used zlib, zziplib and minizip.
by psquare
Tue Feb 22, 2011 6:26 am
Forum: Using OGRE in practice
Topic: background loading problems with Zip Archive
Replies: 7
Views: 2637

Re: background loading problems with Zip Archive

I don't think the Zip file operations are thread safe. Upon debugging it seems to me that concurrent reads are happening on the stream via multiple threads. See images/call stacks of the 2 different threads. http://img5.imagevenue.com/loc233/th_52100_2011_02_22_105328_122_233lo.jpg http://img132.ima...
by psquare
Mon Feb 21, 2011 1:34 pm
Forum: Using OGRE in practice
Topic: background loading problems with Zip Archive
Replies: 7
Views: 2637

Re: background loading problems with Zip Archive

Sorry for resurrecting this old thread, but I am having the exact same problem: In threaded mode -Loading resources when they are not in an archive works great -Loading resources when they are in an archive results in the above error. I could not find any other information on this. @tdev: If you wor...
by psquare
Thu Jan 13, 2011 6:52 am
Forum: Help
Topic: Ogre Render System Load Error in Debug Mode
Replies: 27
Views: 1627

Re: Ogre Render System Load Error in Debug Mode

Post log.
by psquare
Tue Jan 11, 2011 5:20 am
Forum: Mobile Devices
Topic: what is xCode template?
Replies: 1
Views: 440

Re: what is xCode template?

I believe its a blank app to allow you to easily start working on an Ogre based project for the Mac platform. Kind of like a Visual C++ project wizard generated project.

Its got everything setup for you like headers, link paths, etc.