Search found 3478 matches

by dark_sylinc
Sat Feb 17, 2018 8:39 pm
Forum: Ogre 2.0+
Topic: Question about 2.2
Replies: 1
Views: 72

Re: Question about 2.2

I shall point out that even if you force serialization to prevent background streaming (e.g. you need all your frames to be rendered perfect), you still benefit from it. For example if your code looks like the following: for( int i=0; i<1000; ++i ) { item = sceneManager->createItem( ... ); sceneNode...
by dark_sylinc
Sat Feb 17, 2018 8:27 pm
Forum: Ogre 2.0+
Topic: Question about 2.2
Replies: 1
Views: 72

Question about 2.2

Someone left me this question on my PM. Since it's useful I'll answer it for everybody: I have been eyeing 2.2 a little bit after the porting manual was added. Do you think it's ready enough for some preliminary porting for testing (we are on OpenGL only)? If I understand correctly, I will need the ...
by dark_sylinc
Thu Feb 15, 2018 5:39 pm
Forum: Ogre 2.0+
Topic: [2.x] Come up against a Compositor limitation, :(
Replies: 5
Views: 226

Re: [2.x] Come up against a Compositor limitation, :(

[*] When a OCEAN pass is instantiated it instantiates its own workspace with a specific camera, and makes sure its updated before the current workspace. This feels a bit dirty and may cause issues inside Ogre (initializing a workspace while another is half way through being initialized), also camea...
by dark_sylinc
Tue Feb 13, 2018 6:20 am
Forum: Ogre 2.0+
Topic: [2.x] Come up against a Compositor limitation, :(
Replies: 5
Views: 226

Re: [2.x] Come up against a Compositor limitation, :(

Could you explain the nature of your algorithm with some pseudo code?

I'm having trouble understanding this:
which needs to know what camera is being used for the rendering, which is only known when rendering that pass..
by dark_sylinc
Mon Feb 12, 2018 3:40 am
Forum: Ogre 2.0+
Topic: Current Branches
Replies: 1
Views: 98

Re: Current Branches

Hi! Regarding the metal-macos branch: It was created by a new team member that lasted little time. He worked his improvements on that branch, and then got merged periodically into 2.1; the branch hasn't been touched since he left but I think the latest changes have been already merged into 2.1; I sh...
by dark_sylinc
Mon Feb 12, 2018 3:33 am
Forum: Help
Topic: [2.1] Simple Unlit JSON material
Replies: 2
Views: 70

Re: [2.1] Simple Unlit JSON material

I think it should be "diffuse_map0", not "diffuse".

Cheers
by dark_sylinc
Tue Feb 06, 2018 11:55 pm
Forum: Ogre 2.0+
Topic: Simple question about color space.
Replies: 1
Views: 133

Re: Simple question about color space.

It's not properly documented, I'll hand you that. It's best to think that everything is in linear space, except the diffuse textures which are expected to be loaded as sRGB so the GPU performs the conversion for us to linear space. If the texture was not loaded as sRGB, then the texture must be alre...
by dark_sylinc
Mon Feb 05, 2018 5:20 pm
Forum: Ogre 2.0+
Topic: [2.1+] Can we put forward+ 'collectLights' funcs, into a Compute shader?
Replies: 2
Views: 102

Re: [2.1+] Can we put forward+ 'collectLights' funcs, into a Compute shader?

It is possible yes. Console games do that because they're often CPU bound (PS4 and XBox One have a very weak CPU). Because Ogre is usually GPU bound on PC, collecting lights on the CPU is what makes most sense for us. I don't know if that will solve your problem though, as you're shifting the proble...
by dark_sylinc
Sat Feb 03, 2018 9:04 pm
Forum: Ogre 2.0+
Topic: [2.2] Issues with dx11 samples
Replies: 5
Views: 109

Re: [2.2] Issues with dx11 samples

Fixed.

Thanks for the report!
by dark_sylinc
Sat Feb 03, 2018 8:40 pm
Forum: Ogre 2.0+
Topic: [2.2] Issues with dx11 samples
Replies: 5
Views: 109

Re: [2.2] Issues with dx11 samples

OH. I thought you mixed two problems in one (samples not working + you tried a non multiple of 4 BC4 volume texture). You actually meant the samples internally created this and caused the crash. Mmmm.... I'll take a look at what could be causing this. Could you post the callstack before the exceptio...
by dark_sylinc
Sat Feb 03, 2018 8:23 pm
Forum: Ogre 2.0+
Topic: [2.2] Issues with dx11 samples
Replies: 5
Views: 109

Re: [2.2] Issues with dx11 samples

I'll take a look. But what error are you getting?

They should all be working. Probably some stupid error was introduced inadvertently
by dark_sylinc
Sat Feb 03, 2018 4:22 am
Forum: Help
Topic: [2.1] Segmentation fault when calling GraphicsSystem::setupResources( void )
Replies: 4
Views: 83

Re: [2.1] Segmentation fault when calling GraphicsSystem::setupResources( void )

Your dump says your app is crashing in your own code, in ClientGameState::generateDebugText, not in setupResource. Either your dump is wrong (compiled in release?) or your std::cout verification is faulty (stdio may not be getting flushed so some messages got lost before they could be printed during...
by dark_sylinc
Sat Feb 03, 2018 2:11 am
Forum: Help
Topic: [2.1] Segmentation fault when calling GraphicsSystem::setupResources( void )
Replies: 4
Views: 83

Re: [2.1] Segmentation fault when calling GraphicsSystem::setupResources( void )

Run a debugger and paste the callstack. There's nothing of use that could indicate what went wrong.
by dark_sylinc
Thu Feb 01, 2018 8:37 pm
Forum: Ogre 2.0+
Topic: Could not find font DebugFont
Replies: 3
Views: 77

Re: Could not find font DebugFont

At no point in your log there is something like this: 14:20:29: Creating resource group Essential 14:20:29: Added resource location '/home/matias/Projects/SDK/OgreLatest/Samples/Media/packs/DebugPack.zip' of type 'Zip' to resource group 'Essential' Which means you could be: Loading resources2.cfg to...
by dark_sylinc
Wed Jan 31, 2018 4:10 am
Forum: Ogre 2.0+
Topic: How to change colour of manual object in 2.1
Replies: 7
Views: 180

Re: How to change colour of manual object in 2.1

A couple things: Per vertex colour will only work with Unlit, not with PBS. When using per vertex colour, you need to call cube->colour(...) for every vertex, not just once as if it affected the entire object, that's why uncommenting your line glitches everything. If only you're changing the cube's ...
by dark_sylinc
Tue Jan 30, 2018 6:37 am
Forum: Help
Topic: 'HlmsTextureExportListener' has not been declared
Replies: 1
Views: 39

Re: 'HlmsTextureExportListener' has not been declared

Ooops. I broke that today.

Fixed.

Thanks for the feedback.
by dark_sylinc
Mon Jan 29, 2018 10:37 pm
Forum: Ogre 2.0+
Topic: Crash when unloading a mesh that has a single big vertex buffer shared by index buffers in multiple submeshes
Replies: 3
Views: 98

Re: Crash when unloading a mesh that has a single big vertex buffer shared by index buffers in multiple submeshes

See this post: https://forums.ogre3d.org/viewtopic.php?t=92957#p539422 - Does V2 support shared vertex buffers within a mesh? - It does but it's not encouraged. This means that if you force vertex buffer sharing, on destruction Ogre will try to delete the same buffer twice, hence you need to delete ...
by dark_sylinc
Thu Jan 25, 2018 7:32 pm
Forum: Help
Topic: [2.1] PsoCacheHelper Usage Questions (porting imgui)
Replies: 7
Views: 271

Re: [2.1] PsoCacheHelper Usage Questions (porting imgui)

At no point I see you're actually issuing a rendering command. You're never calling RenderSystem::_render(const v1::RenderOperation& op), thus nothing will be drawn. You're basically loading a truck with all the things you need to send to destination, ensure the gas tank is full, but never actually ...
by dark_sylinc
Sat Jan 20, 2018 9:25 pm
Forum: Help
Topic: Issues with MSAA - why set the render window to have MSAA!??
Replies: 4
Views: 102

Re: Issues with MSAA - why set the render window to have MSAA!??

al2950 wrote:
Sat Jan 20, 2018 9:21 pm
Quick question re 2.2, I shall assume cubemap arrays are supported, but does this mean that we have per pixel reflection probes, or is it still per object?
That's one of the things I want to tackle next, in the short term (for the moment it's still per object, like 2.1)
by dark_sylinc
Sat Jan 20, 2018 8:46 pm
Forum: Help
Topic: Issues with MSAA - why set the render window to have MSAA!??
Replies: 4
Views: 102

Re: Issues with MSAA - why set the render window to have MSAA!??

From the December 2017 report : Another change for example that in Ogre 2.1 all render textures in the compositor default to using MSAA if the main target is using MSAA. In Ogre 2.2; we default to not using MSAA unless told otherwise. We found out most textures do not need MSAA because they’re postp...
by dark_sylinc
Sat Jan 20, 2018 12:31 am
Forum: Using OGRE in practice
Topic: Shader - detect back face facing camera
Replies: 25
Views: 596

Re: Shader - detect back face facing camera

https://s18.postimg.org/rz6bpfpph/issue.png That's not the problem you're having, as that gets easily fixed with cull_hardware clockwise (or counterclockwise) This is the problem you're having: flMheiv It's two front faces. The only solutions to that, as I already said is: Use an OIT algorithm (har...
by dark_sylinc
Tue Jan 16, 2018 11:46 pm
Forum: Help
Topic: [2.1] PsoCacheHelper Usage Questions (porting imgui)
Replies: 7
Views: 271

Re: [2.1] PsoCacheHelper Usage Questions (porting imgui)

Hi! Regarding setRenderTarget, that goes the RenderTarget you're currently rendering to (could be the RenderWindow, a RenderTexture from the compositor, etc). Since rendering is done inside a compositor, this information is in CompositorPass::mTarget. I don't know how IMGUI is interfaced with Ogre. ...
by dark_sylinc
Thu Jan 11, 2018 10:14 pm
Forum: Help
Topic: Depth Check on produces fragments
Replies: 1
Views: 70

Re: Depth Check on produces fragments

What you're trying to render is a complex problem that has no easy solution. Alpha blending is order dependent, back to front, and your cubes would require switching order several times, in order to be rendered correctly. The solutions are: Use a blending mode that isn't order dependent, such as add...
by dark_sylinc
Wed Jan 10, 2018 11:19 pm
Forum: Ogre 2.0+
Topic: DX11 broken on latest 2.1
Replies: 21
Views: 589

Re: DX11 broken on latest 2.1

Ah... you're saying two different Windows SDKs are being mixed? (one for Windows.h and stuff, another for DX stuff)
by dark_sylinc
Wed Jan 10, 2018 10:52 pm
Forum: Help
Topic: Use of a submesh
Replies: 1
Views: 82

Re: Use of a submesh

That's something you'll have to evaluate based on your needs. The purpose of a submesh is to share the same resources and setup (Node transform, node hierarchies, skeleton) and while using different materials on a specific subsection of the geometry, while simplifying the setup (i.e. you only worry ...