Search found 3243 matches

by nullsquared
Sat Nov 26, 2011 8:13 am
Forum: General Discussion
Topic: Ogre on the iPhone
Replies: 15
Views: 3441

Re: Ogre on the iPhone

/* removed content added by account hacker */
by nullsquared
Fri Aug 27, 2010 12:44 am
Forum: Lounge / Off-topic
Topic: Nullular Grapher
Replies: 3
Views: 1695

Re: Nullular Grapher

My first thought was: Ok, thats neat... But with every next feature you demonstrated in the video I got more and more amazed! Fantastic work! Thanks :mrgreen: Table points/intersection points could be overlayed with a custom bitmap optionally. This would allow full design flexibility for points ren...
by nullsquared
Wed Aug 25, 2010 10:22 pm
Forum: Lounge / Off-topic
Topic: Nullular Grapher
Replies: 3
Views: 1695

Nullular Grapher

Disclaimer: I know I've been away for a while, and I know this isn't a place to advertise. But I thought you guys (my friends) might be interested in what I've been doing lately (sorry, no Ogre involved): Hey guys, here's a little something I've been working on over the summer. http://www.nullular.c...
by nullsquared
Tue Jun 22, 2010 3:08 am
Forum: General Discussion
Topic: about opengl function calls
Replies: 5
Views: 459

Re: about opengl function calls

Ogre doesn't call glOrtho or glFrustum, it creates its own projection matrix and at the most will call glLoadMatrix
by nullsquared
Fri Jun 18, 2010 5:45 pm
Forum: General Discussion
Topic: Scale in ogre
Replies: 5
Views: 444

Re: Scale in ogre

There's no preferred scale.

It all depends on where you put your camera and your near/far clip distances on the camera.

For examples, if all of your models are based on 1unit=1meter, then you might put your camera 10 units off the ground, and you might use a near clip of 0.1 and a far clip of 100.
by nullsquared
Tue Jun 15, 2010 11:45 pm
Forum: General Discussion
Topic: Singletons are Evil
Replies: 12
Views: 1174

Re: Singletons are Evil

Too bad nullsquared left the forums, he would give some good talk about this topic. ;) Funny that I just happen to be browsing the forums at this very moment :mrgreen: Singletons tend to make code messy, whereas dependency injection creates very neat code (in my experience, YMMV). That is all. All ...
by nullsquared
Mon Nov 30, 2009 12:14 pm
Forum: Lounge / Off-topic
Topic: Is VC9 Express slow for anyone else??
Replies: 27
Views: 2561

Re: Is VC9 Express slow for anyone else??

<offtopic> by using this (now payable) plugin : MPCL to allow .cpp/.c parallel compilation Payable? As in $$? I don't understand why such primitive functionality isn't included with MSVC. I use Code::Blocks with MSVC's compiler (and debugger, too) and I enjoy my parallel source compilation (from the...
by nullsquared
Sat Nov 28, 2009 8:58 pm
Forum: General Discussion
Topic: Many shadow maps in one texture! ?
Replies: 1
Views: 316

Re: Many shadow maps in one texture! ?

You can't, each shadow map is a different render of the scene.

Crysis doesn't store 4 shadow maps in one, it stores 4 shadow map comparisons in one.
by nullsquared
Fri Nov 27, 2009 11:38 pm
Forum: General Discussion
Topic: Ogre VS IRRLICH VS PANDA 3D
Replies: 24
Views: 6011

Re: Ogre VS IRRLICH VS PANDA 3D

I see a question here: Can someone give an advice ? :roll: So, what, you want us all to just say "yes"? OK, to OP: "Yes." IMO, all three frameworks satisfies the functionality requirements. IYO, perhaps, but not in fact. But that doesn't mean that the other frameworks wouldn't be a better choice fo...
by nullsquared
Fri Nov 27, 2009 10:52 pm
Forum: General Discussion
Topic: Ogre VS IRRLICH VS PANDA 3D
Replies: 24
Views: 6011

Re: Ogre VS IRRLICH VS PANDA 3D

jacmoe wrote: What comparision?
The comparison between the 3 based on the features that the OP listed.
Do you feel you have the right to decide what the question is?
Yes, considering there was no question.
by nullsquared
Fri Nov 27, 2009 10:27 pm
Forum: General Discussion
Topic: Ogre VS IRRLICH VS PANDA 3D
Replies: 24
Views: 6011

Re: Ogre VS IRRLICH VS PANDA 3D

Sslaxx wrote: Heh. Would that work as a #define as well?
No because the #define would replace any "String" with "std::string" since it's not an actual type, it's just a #define.

Using a typedef, on the other hand, makes sure that Ogre::String is an actual type that resides in the Ogre namespace.
by nullsquared
Fri Nov 27, 2009 9:31 pm
Forum: General Discussion
Topic: Ogre VS IRRLICH VS PANDA 3D
Replies: 24
Views: 6011

Re: Ogre VS IRRLICH VS PANDA 3D

nikki, we can easily disregard the opinions of the Panda people as they clearly have no idea what they're talking about: However, Ogre3D has too much abstraction in my opinion so modifying it is hard, sometimes impossible to do right, also it reinvents the standard containers (for string, vector, et...
by nullsquared
Fri Nov 27, 2009 8:14 pm
Forum: General Discussion
Topic: Ogre VS IRRLICH VS PANDA 3D
Replies: 24
Views: 6011

Re: Ogre VS IRRLICH VS PANDA 3D

Panda is a complete game engine. That's why I said it's not included in the comparison. IrrLicht does a lot out of the box. Ogre does very little of out the box. Actually, no. Ogre supports stencil additive, stencil modulative, texture additive, texture modulative, and integrated texture shadows, H...
by nullsquared
Fri Nov 27, 2009 6:24 am
Forum: General Discussion
Topic: Ogre VS IRRLICH VS PANDA 3D
Replies: 24
Views: 6011

Re: Ogre VS IRRLICH VS PANDA 3D

Am I the only one remotely serious ? :) Yes, I'm being completely serious. He listed several points and I answered them factually. - Ogre has PCZSceneManager, Irrlicht does not - Ogre is more optimized than the poorly put-together Irrlicht - Ogre's community is much larger and more helpful than Irr...
by nullsquared
Fri Nov 27, 2009 5:58 am
Forum: Lounge / Off-topic
Topic: What visual studio should you get?
Replies: 5
Views: 839

Re: What visual studio should you get?

dose ogre run better/faster?
No.
raindisemo21 wrote:What would i gain with the pro that i wodn't get with just the express other than the benifits that come with the package?
Several things, of which one is plugin support so you can use things like VAX. Check Microsoft's site on a list of the differences.
by nullsquared
Fri Nov 27, 2009 4:16 am
Forum: Lounge / Off-topic
Topic: What visual studio should you get?
Replies: 5
Views: 839

Re: What visual studio should you get?

If you can, get MSVC 2008 Professional (for example, some schools give students free access via Microsoft's Dreamspark program). Otherwise, get the Express Edition.
by nullsquared
Thu Nov 26, 2009 4:42 pm
Forum: Back to Basics
Topic: [SOLVED] Creating a new directory?
Replies: 8
Views: 854

Re: Creating a new directory?

is "..resource" valid? Perhaps I'm mistaken, but I thought it needs to be "../resource"
by nullsquared
Thu Nov 26, 2009 4:39 pm
Forum: General Discussion
Topic: Ogre VS IRRLICH VS PANDA 3D
Replies: 24
Views: 6011

Re: Ogre VS IRRLICH VS PANDA 3D

SPATIAL CULLING, Ogre with the PCZSceneManager. PERFORMANCE, Ogre. COMMUNITY, Ogre. INTEGRATION WITH MULTIMEDIA FILES, For Ogre you'll need to convert to .mesh via one of the many exporters. Otherwise use Irrlicht and it's (usually broken) support for many mesh file types. POSSIBILITY OF CALLING WE...
by nullsquared
Sat Nov 21, 2009 3:34 pm
Forum: General Discussion
Topic: Forum downtime 21 Nov 2009
Replies: 3
Views: 436

Re: Forum downtime 21 Nov 2009

Roger.
by nullsquared
Thu Nov 19, 2009 1:08 am
Forum: Help
Topic: Shader Issue - TEXCOORD changes my value
Replies: 9
Views: 1106

Re: Shader Issue - TEXCOORD changes my value

Based on what exactly? I'll try to find some informations on the subject but I thought it had to know what it is working with to be able to interpolate the TEXCOORD. Based on distance to the parenting vertices and other factors. There's no way to keep any parameters unchanged since there is no 1:1 ...
by nullsquared
Sat Nov 14, 2009 4:56 pm
Forum: General Discussion
Topic: High quality skybox problem
Replies: 12
Views: 1769

Re: High quality skybox problem

yingkk wrote:umm, so there is no resolution of the issue. Perhapse i can manually create skybox. I still believe there is somewhere which I can improve the displayed resolution.
Klaim wrote:Never used the skybox but...maybe deactivate mimapping in the texture?
by nullsquared
Sat Nov 14, 2009 4:55 pm
Forum: Using OGRE in practice
Topic: Changing script variables programmatically?
Replies: 2
Views: 499

Re: Changing script variables programmatically?

AFAIK, the variables are pretty much just syntax-sugar; they don't exist at runtime when the scripts have finished parsing.
by nullsquared
Wed Nov 11, 2009 10:26 pm
Forum: Help
Topic: Culling concern.
Replies: 2
Views: 114

Re: Culling concern.

Um.. lines don't have sides :mrgreen:
by nullsquared
Wed Nov 11, 2009 10:26 pm
Forum: General Discussion
Topic: Controlling the player bug! plz urgent
Replies: 24
Views: 1395

Re: Controlling the player bug! plz urgent

It's trying to access 0xfeeeff63, which is probably a debugger-set memory address for an initialized pointer. Are you sure your "node" point is valid?
by nullsquared
Wed Nov 11, 2009 3:31 pm
Forum: General Discussion
Topic: Physics integration with Ogre
Replies: 44
Views: 3987

Re: Physics integration with Ogre

aimmoth wrote:How is it with newton and compatibility? I really want good compatibility like Bullet.

Thanks in advance!
Compability with what?