Search found 3731 matches

by dark_sylinc
Yesterday, 2018 3:51 pm
Forum: Ogre 2.0+
Topic: how to set light ShadowColour?
Replies: 2
Views: 37

Re: how to set light ShadowColour?

Shadow colour is currently not supported.
by dark_sylinc
Yesterday, 2018 3:44 pm
Forum: Help
Topic: [2.1] Emissive map
Replies: 4
Views: 30

Re: [2.1] Emissive map

Not all features are supported from the old script format. It is kept for convenience due to their simplicity for hand editing. JSON materials are feature complete.
by dark_sylinc
Yesterday, 2018 3:40 pm
Forum: Help
Topic: [2.1] Texture maps - metallic workflow
Replies: 2
Views: 42

Re: [2.1] Texture maps - metallic workflow

Hi. You got them right. I'll add some comments: PBSM_METALLIC - grayscale. Yes. BC4 compression is suggested. PBSM_ROUGHNESS - grayscale. Yes. BC4 compression is suggested. PBSM_NORMAL - Tangent-space normal maps - RGB but generally light blue. Actually it's RG8_SNORM (SNORM = signed normalized). Th...
by dark_sylinc
Yesterday, 2018 7:00 am
Forum: Ogre 2.0+
Topic: [2.2] Build issue/bug
Replies: 9
Views: 158

Re: [2.2] Build issue/bug

If anyone knows how to fix that (CMake not honoring the original path when installing) PRs are welcomed!

It appears here's the cause:
https://stackoverflow.com/questions/110 ... sing-cmake
by dark_sylinc
Sat Oct 20, 2018 5:44 pm
Forum: Ogre 2.0+
Topic: [2.2] Build issue/bug
Replies: 9
Views: 158

Re: [2.2] Build issue/bug

the sad truth is that it actually is just badly documented. I did an overhaul of it for 1.11 which also bumped the requirement to cmake 3.3. Although I could replace some of it by more modern cmake constructs, there was surprisingly little that could be removed. Our existing CMake codebase clutter ...
by dark_sylinc
Sat Oct 20, 2018 4:38 am
Forum: Help
Topic: SubMesh examples
Replies: 3
Views: 63

Re: SubMesh examples

Are the MeshPtr's mStaticMesh and mPartialMesh (within DynamicGeometryGameState::createScene01) examples of two separate meshes, and not two sub meshes of the same mesh? Each call of createManual is a separate mesh, correct? That's correct. Just trying to understand when to use a submesh. I have se...
by dark_sylinc
Fri Oct 19, 2018 9:33 pm
Forum: Ogre 2.0+
Topic: [2.1] Screen Space Decals bug
Replies: 10
Views: 249

Re: [2.1] Screen Space Decals bug

Could you upload the generated 537199626PixelShader_ps.hlsl?
Thanks
by dark_sylinc
Thu Oct 18, 2018 5:06 pm
Forum: Ogre 2.0+
Topic: [2.1] Particle appearance is messed up
Replies: 10
Views: 205

Re: [2.1] Particle appearance is messed up

PRs are welcomed. There should be an example material in Docs/2.0/JSON but there is none for Unlit currently. A cheap trick to get an example for you is to create one via C++ in a random sample linking against HlmsUnlit (like AreaApproxLights, Decals, ShadowMapDebuggin) and export it to JSON via Hlm...
by dark_sylinc
Thu Oct 18, 2018 5:01 pm
Forum: Help
Topic: can't see other side of triangle
Replies: 1
Views: 34

Re: can't see other side of triangle

You can use "cull_hardware none" (1.x) or "cull_mode none" (2.1+) in the material. However there may be lighting issues. If you're on 2.1 you can use datablock->setTwoSidedLighting( true ); which takes care of the lighting issues for you. A common workaround is to duplicate the triangles, so you hav...
by dark_sylinc
Thu Oct 18, 2018 4:57 pm
Forum: Ogre 2.0+
Topic: [2.2] Build issue/bug
Replies: 9
Views: 158

Re: [2.2] Build issue/bug

Done . Based on what you described, there's probably still the problem that the SDK installation folder structure should/must match exactly that of the source code. CMake scripts need a serious overhaul. The main blockade against that is that it's a lot of work: Multiple platforms: iOS, macOS, Linu...
by dark_sylinc
Mon Oct 15, 2018 9:04 pm
Forum: Ogre 2.0+
Topic: [2.x] Wish list
Replies: 33
Views: 1219

Re: [2.x] Wish list

would that work with multiple probes? Wouldn't that break blending? No, because Cubemap probes have the following AABBs: Shape. This is the shape of the room. In the case of being outside, this shape would be very high (it should be infinity but I doubt that will play nicely with calculations i.e. ...
by dark_sylinc
Mon Oct 15, 2018 8:55 pm
Forum: Ogre 2.0+
Topic: [2.1] Particle appearance is messed up
Replies: 10
Views: 205

Re: [2.1] Particle appearance is messed up

xrgo is right. The current particle system does not generate normals, which is required by the PBS system to work correctly. There's probably a lot of warnings and errors in Ogre.log about that.

Use Unlit materials and that should fix it.
by dark_sylinc
Wed Oct 10, 2018 8:33 pm
Forum: Help
Topic: [2.1] Multithreading tutorial questions
Replies: 13
Views: 161

Re: [2.1] Multithreading tutorial questions

You can see in OgreSubMesh2.cpp SubMesh::_dearrangeEfficient, how to convert from QTangent to a normal: if( itElements->mSemantic == VES_NORMAL && itElements->mType == VET_SHORT4_SNORM ) { //Dealing with QTangents. Quaternion qTangent; const int16 *srcData16 = reinterpret_cast<const int16*>( srcData...
by dark_sylinc
Tue Oct 09, 2018 7:45 pm
Forum: Help
Topic: [2.1] Multithreading tutorial questions
Replies: 13
Views: 161

Re: [2.1] Multithreading tutorial questions

Hi! You need to do a ping pong (i.e. with via queueSendMessage): Logic requests to Graphics, Graphics downloads mesh data from GPU, Graphics sends a pointer back to Logic thread. I never got the time to show how to do this because while it's not super complex, it's not trivial either. The code al295...
by dark_sylinc
Mon Oct 08, 2018 7:06 pm
Forum: Ogre 2.0+
Topic: Screen space decals mask
Replies: 4
Views: 104

Re: Screen space decals mask

Hi! I see three solutions: 1. Play with thin decal thickness. Doesn't seem too promising given what you said (the roads aren't planar, but rather bumpy) 2. Compile with OGRE_CONFIG_ENABLE_FINE_LIGHT_MASK_GRANULARITY enabled. I'd swear I included light masks with Decals. I think I'm getting confused ...
by dark_sylinc
Mon Oct 08, 2018 4:48 am
Forum: Ogre 2.0+
Topic: [2.x] Wish list
Replies: 33
Views: 1219

Re: [2.x] Wish list

When it comes to performance, adding the boolean may hurt more, since GPUs must execute boths paths (PCC and spherical) unless there's excellent convergence. Unless all you want a toggle in which you want all your probes to be spherical (i.e. the boolean is global, not per probe). Another way to "em...
by dark_sylinc
Mon Oct 08, 2018 4:42 am
Forum: Ogre 2.0+
Topic: Texture Streaming Refactor proposal (w/ SLIDES)
Replies: 43
Views: 14396

Re: Texture Streaming Refactor proposal (w/ SLIDES)

I've actually been thinking about that. Before dropping the WIP label, the following is needed: Test TextureGpu::scheduleTransitionTo (3x, one for each GpuPageOutStrategy option): Resident -> OnSystemRam Resident -> OnStorage OnSystemRam -> OnStorage OnSystemRam -> Resident I don't think any of thes...
by dark_sylinc
Mon Oct 08, 2018 3:45 am
Forum: Ogre 2.0+
Topic: [2.x] Wish list
Replies: 33
Views: 1219

Re: [2.x] Wish list

Honestly that never crossed my mind.
However PCC is just regular spherical probe with extra math (localCorrect).
All that's needed is to send a boolean flag to ignore that math and keep the raw vectors.
by dark_sylinc
Mon Oct 08, 2018 12:56 am
Forum: Ogre 2.0+
Topic: [2.x] Wish list
Replies: 33
Views: 1219

Re: [2.x] Wish list

Per-pixel reflection probes in Ogre 2.2 are coming together nicely. In terms of internal management they're SO MUCH EASIER. I had to move some code out of ParallaxCorrectedCubemap into a new class called ParallaxCorrectedCubemapBase, and then create ParallaxCorrectedCubemapAuto for per-pixel cubemap...
by dark_sylinc
Sat Oct 06, 2018 4:53 pm
Forum: Help
Topic: [2.1][SOLVED] Per Object Clipping using Shader
Replies: 7
Views: 214

Re: [2.1] Per Object Clipping using Shader

Hi! To what has already been said: 1. You may also want to checkout this post about overloading default Hlms implementations to customize a specific behavior, whether per object or per material. 2. Indeed calling glEnable(CLIP_DISTANCE0) directly is a bad idea. Ogre will read the property HlmsBasePr...
by dark_sylinc
Fri Oct 05, 2018 12:44 am
Forum: Ogre 2.0+
Topic: Skeleton animated items and SceneMemoryMgrTypes
Replies: 1
Views: 97

Re: Skeleton animated items and SceneMemoryMgrTypes

SceneMemoryMgrTypes affects the following: Derived SceneNode transforms. i.e. if you change position/rotation/scale of the SceneNode, and how it affects its children. A static node that was changed without informing Ogre means visually it won't make any impact (and may cause minor glitches if getPos...
by dark_sylinc
Thu Oct 04, 2018 2:36 am
Forum: Help
Topic: Rendering exception with simple lambert material
Replies: 5
Views: 71

Re: Rendering exception with simple lambert material

Hi1 Now that is fixed and I get a shaded model, but still no colors... Mmm... the default material is all grey. Perhaps the material data is somehow lost from the mesh file. Try calling item->setDatablock( "lambert3" ) Also check the Ogre.log for potential errors. Maybe I slipped a syntax error in t...
by dark_sylinc
Wed Oct 03, 2018 4:26 am
Forum: Help
Topic: Segmentation Fault
Replies: 4
Views: 94

Re: Segmentation Fault

I have no experience with running Ogre via X11 forwarding. Perhaps there is an x11 command we interact with that doesn't play well. Making it work via GL Indirect Rendering will certainly not work. And from what I've heard getting apps to work via direct rendering and x11 forwarding can be challengi...
by dark_sylinc
Wed Oct 03, 2018 4:23 am
Forum: Help
Topic: Rendering exception with simple lambert material
Replies: 5
Views: 71

Re: Rendering exception with simple lambert material

There are no more exceptions, but the model went from gray shaded to all-black The most likely case is that there is just no lighting in the scene, the mesh has no normals, or the Hlms was not initialized correctly . Try creating a few directional lights. If your scene only has point & spot lights,...