Search found 2694 matches

by Jabberwocky
Fri Jun 20, 2014 5:59 pm
Forum: Ogre 2.0+
Topic: DX9 to be removed from 2.0 Final proposal
Replies: 37
Views: 7105

Re: DX9 to be removed from 2.0 Final proposal

It's time to drop DirectX9 support.

For the rare user that needs DirectX9 (and the numbers will rapidly disappear as time moves on), you can use an older version of Ogre.
by Jabberwocky
Tue Mar 18, 2014 3:01 pm
Forum: Developer talk
Topic: Ogre 2.0 release discussion
Replies: 51
Views: 12622

Re: Ogre 2.0 release discussion

I'm on board with CTP, provided it is clearly labeled as such. There should be a link (perhaps to this thread) of currently supported and unsupported functionality. We should also warn 2.0 users that many useful tools and plugins (Ogitor? OgreMax? ParticleUniverse, CEGUI, etc) are not ported yet. Id...
by Jabberwocky
Fri Feb 21, 2014 7:39 am
Forum: Help
Topic: Setting a fixed framerate
Replies: 3
Views: 680

Re: Setting a fixed framerate

I don't think that setFrameDelay function does what you're looking for. I had never looked at this function before. But it doesn't appear to actually change the framerate at all. Rather, it just tells Ogre to "pretend" this much time has passed each frame, so that any time-controlled graphics featur...
by Jabberwocky
Fri Feb 21, 2014 7:14 am
Forum: Using OGRE in practice
Topic: "Tiled" 3d terrain, how to deal with normals?
Replies: 1
Views: 902

Re: "Tiled" 3d terrain, how to deal with normals?

Agreed, there is no other option than to recalculate the normals as the tiles are placed. Your approach sounds reasonable. But you may want to look at Ogre's Components/Terrain/* stuff, which also needs to calculate normals. Regarding the jerkiness, yes threading would be the best approach. There is...
by Jabberwocky
Wed Feb 19, 2014 9:54 am
Forum: Using OGRE in practice
Topic: [SOLVED]passing parameters to a glsl es shader?
Replies: 5
Views: 1647

Re: passing parameters to a glsl es shader?

Just in case it helps, there are some examples of using a cubic_texture with a glsl shader in the Ocean.material file, plus associated vert and frag files.
by Jabberwocky
Mon Feb 03, 2014 5:09 pm
Forum: Using OGRE in practice
Topic: PSSM Shadows crash
Replies: 6
Views: 1833

Re: PSSM Shadows crash

Nicely done, and congrats mapleberry! :)
mapleberry wrote:shadows with Ogre are VERY tricky stuff.
For sure, I struggled with PSSM when I first tried, too.
Getting PSSM set up and running smooth in your project is like an Ogre badge of honour. :P
by Jabberwocky
Sat Feb 01, 2014 8:04 am
Forum: Help
Topic: About the use of the "custom" parameter in shaders
Replies: 14
Views: 935

Re: About the use of the "custom" parameter in shaders

Can you set the custom parameter on all the different manual LODs yourself?
Either by patching the Ogre source code, or from your code via these OgreEntity functions:

Code: Select all

        Entity* getManualLodLevel(size_t index) const;
        size_t getNumManualLodLevels(void) const;
by Jabberwocky
Tue Jan 28, 2014 1:45 am
Forum: Help
Topic: About the use of the "custom" parameter in shaders
Replies: 14
Views: 935

Re: About the use of the "custom" parameter in shaders

Agreed with scrawl, looks fine to me, too. Time to hit the Ogre3D source code to see what's going on. I can verify setCustomParameter worked in 1.7.x. If the Ogre code appears broken, perhaps a diff against earlier versions might be helpful.
by Jabberwocky
Mon Jan 27, 2014 5:13 pm
Forum: Help
Topic: About the use of the "custom" parameter in shaders
Replies: 14
Views: 935

Re: About the use of the "custom" parameter in shaders

I also tried putting it as param_named_auto (as i had seen it in a thread where the custom parameter was mentioned; but again, no difference. Yes, I think it should be as follows: param_named_auto texScroll custom 1 Maybe remove the call to this as well, it could be messing things up somehow: cb_en...
by Jabberwocky
Sun Jan 26, 2014 12:45 pm
Forum: Help
Topic: Assertion Failed : target.getPriority() < 10
Replies: 6
Views: 1332

Re: Assertion Failed : target.getPriority() < 10

This link looks like it might help.

Although I agree that is a terribly vague error given what the actual problem seems to be. Which is unusual for Ogre, which normally has very good error reporting.
by Jabberwocky
Fri Jan 24, 2014 2:10 pm
Forum: Lounge / Off-topic
Topic: C++ Coding Style
Replies: 51
Views: 8112

Re: C++ Coding Style

bronzebeard wrote:They say you are what you program... and I'm 100% Allman!
:lol:

+1 Allman.
I use a modified Hungarian for vars. Let's call it "Drunken Canadian" notation.
by Jabberwocky
Fri Jan 24, 2014 8:13 am
Forum: Using OGRE in practice
Topic: PSSM Shadows crash
Replies: 6
Views: 1833

Re: PSSM Shadows crash

You'll need to at least provide a call stack of the crash to get any help. If the crash is inside Ogre, you'll likely need to build ogre from source in debug mode to get a proper call stack inside ogre. Even then, I should warn you that shadows (especially PSSM) are traditionally one of the most tri...
by Jabberwocky
Fri Jan 24, 2014 8:05 am
Forum: Using OGRE in practice
Topic: Multiple monitors
Replies: 5
Views: 1394

Re: Multiple monitors

I'm far from a linux guru, but I have a bit of experience porting a game to linux. Anything related to multiple monitors on linux is really complicated. This is partially due to the fact that multiple monitors can be configured differently. For instance, Xinerama can be used to make multiple monitor...
by Jabberwocky
Sun Jan 19, 2014 11:36 am
Forum: Showcase
Topic: Void Destroyer is now on Steam's Early Access!
Replies: 11
Views: 1713

Re: Void Destroyer is now on Steam's Early Access!

Slick video. Great move working with Xavyiy on those effects - the man obviously knows a thing or two about fancy graphics work. :)
by Jabberwocky
Mon Jan 13, 2014 2:27 am
Forum: Showcase
Topic: The Body Changer from TheShortAndTheTall
Replies: 3
Views: 1856

Re: The Body Changer from TheShortAndTheTall

Thanks for sharing. Cool comic-book art style.
by Jabberwocky
Mon Jan 13, 2014 2:22 am
Forum: Help
Topic: rotate character to look to a node
Replies: 2
Views: 217

Re: rotate character to look to a node

No, you want your character to face the object's position, not orientation.
if character and objects are SceneNodes, then:

Code: Select all

character->lookAt( object->getPosition() );
or

Code: Select all

character->lookAt( object->_getDerivedPosition() );
If object is not attached to the root scene node.
by Jabberwocky
Mon Dec 30, 2013 6:48 am
Forum: Developer talk
Topic: Windowing Plugin System + SDL2 plugin
Replies: 135
Views: 34754

Re: Replace platform specific windowing with SDL2

I personnally prefer SFML, I've used SFML too, and I much prefer its very clean C++ API over SDL2. It is very nicely written code. But from what I understand, SDL2's windowing support on linux is much more robust. For example, I have read that currently there are still problems with SFML+linux+full...
by Jabberwocky
Mon Dec 23, 2013 5:28 am
Forum: Help
Topic: Procedural skeletal animation
Replies: 3
Views: 444

Re: Procedural skeletal animation

I've definitely seen lots of discussion on this. I got some decent hits out of a search on manually controlled bones. That might be a good place to start.
by Jabberwocky
Sun Dec 22, 2013 4:55 am
Forum: Showcase
Topic: [Paradise Sandbox] Christmas scene
Replies: 29
Views: 6760

Re: [Paradise Sandbox] Christmas scene

Pretty darn cool, Xavyiy.
It's great to see ogre rendering such pretty scenes, and the editor looks solid, too!
by Jabberwocky
Fri Dec 20, 2013 4:30 am
Forum: General Discussion
Topic: Linux alternative for Coherent UI
Replies: 4
Views: 1617

Re: Linux alternative for Coherent UI

I had a quick look at theCoherent UI homepage. It says they support linux here. Maybe you need to look into that more closely, or ask for help on their forums.

Several other UI solutions for Ogre are listed here. But I don't think any of them are very similar to Coherent.
by Jabberwocky
Fri Dec 20, 2013 4:19 am
Forum: Developer talk
Topic: Windowing Plugin System + SDL2 plugin
Replies: 135
Views: 34754

Re: Replace platform specific windowing with SDL2

Cool, and very relevant to this discussion. This is exactly why, for linux at least, it would be great to piggy-back on the ongoing open-source work of other experts in the field.
by Jabberwocky
Fri Dec 13, 2013 12:53 pm
Forum: Help
Topic: please explain frustum culling to me?
Replies: 3
Views: 702

Re: please explain frustum culling to me?

So that means that frustum culling is not particularly effective with animated objects in ogre 1.9? Not exactly. Bounding boxes work well for most animation uses in video games, where the animation does not move the character/entity. For example, if you buy a character from an online 3D art store, ...
by Jabberwocky
Fri Dec 13, 2013 7:54 am
Forum: Help
Topic: help: depth checking and alpha blending with animated depth
Replies: 3
Views: 797

Re: help: depth checking and alpha blending with animated de

I may not have completely understood your problem - it's a complicated post, and I'm feeling lazy :P. But here's some quick thoughts. If you don't want the "alpha" part of your texture to block stuff behind it, you can use alpha_rejection. e.g. material MyMaterial { technique { pass { ambient 1 1 1 ...
by Jabberwocky
Fri Dec 13, 2013 7:41 am
Forum: Help
Topic: How to get the effect?
Replies: 2
Views: 273

Re: How to get the effect?

If the glow doesn't need to change, then you could do something like this: create a quad scale the quad to be the proper size for the sword assign a glow texture to the quad attach the quad to the same bone as the sword - the hand bone or whatever. Your glow material probably looks something like th...