Search found 50 matches

by Zero
Tue May 01, 2012 12:00 pm
Forum: Help
Topic: Problem with HLSL Terrain Shader(Texture 2D Array)
Replies: 0
Views: 847

Problem with HLSL Terrain Shader(Texture 2D Array)

Hi, I use the HLSL function Texture2D.Load do retrieve texture information. These informations are 3 Texture Indicies, 3 Texture blend weights and 3 texture tiling vaulues. Now if 2 different texture indicies are blended which have different texture tiling values there are some kind of gridlines sho...
by Zero
Mon Mar 12, 2012 12:03 am
Forum: Developer talk
Topic: DirectX 11 render system - work-in-progress
Replies: 709
Views: 184122

Re: DirectX 11 render system - work-in-progress

I added another patch for DirectX11 https://sourceforge.net/tracker/index.php?func=detail&aid=3502173&group_id=2997&atid=302997 @Resizing DepthBuffer: I already uploaded last year a patch with that functionality. But now I have one problem with the renderer, when you have a rendertarget for render t...
by Zero
Fri Dec 16, 2011 11:30 am
Forum: Developer talk
Topic: DirectX 11 render system - work-in-progress
Replies: 709
Views: 184122

Re: DirectX 11 render system - work-in-progress

The Problem is, that you cant use a staging texture with a shader. @Updating Parts: For me it works to update only parts of the texture. Maybe I fixed it with a patch of me, I uploaded it, but I don't know if it was already merged. Edit: http://sourceforge.net/tracker/?func=detail&aid=3411278&group_...
by Zero
Sun Sep 18, 2011 8:30 pm
Forum: Developer talk
Topic: DirectX 11 render system - work-in-progress
Replies: 709
Views: 184122

Re: DirectX 11 render system - work-in-progress

https://sourceforge.net/tracker/?func=detail&aid=3411278&group_id=2997&atid=302997 next patch, for example reworked lock/unlocking of textures. @Shtuka : You can implement vertex/pixel/geomtry shaders in the right way, at the moment you can only get 16 for all 3, but DX11 supports 16 for each, as f...
by Zero
Fri Sep 16, 2011 8:28 am
Forum: Developer talk
Topic: DirectX 11 render system - work-in-progress
Replies: 709
Views: 184122

Re: DirectX 11 render system - work-in-progress

With DX11/DX10 you can only use SM4+ or you enable backwards compatiblity. Corret me if I'm wrong ;)

The second exceptions means that you tried to render a mesh without a vertex and fragment shader.
DX11/10 doesn't have a fixed function pipline and this means you need shaders.
by Zero
Thu Jul 28, 2011 4:20 pm
Forum: Developer talk
Topic: DirectX 11 render system - work-in-progress
Replies: 709
Views: 184122

Re: DirectX 11 render system - work-in-progress

Hi I added texture2d-array support and fixed the unlockimpl and some other stuff,
here is the patch https://sourceforge.net/tracker/?func=d ... tid=302997.

Zero
by Zero
Sat Dec 11, 2010 4:33 pm
Forum: Help
Topic: (Solved)Heightmap Rendering via VertexShader
Replies: 8
Views: 810

Re: (Solved)Heightmap Rendering via VertexShader

My assembly is the same like yours. Maybe you want to test the Shader and Material on your PC, here is the code for the plane for testing: Ogre::ManualObject *man = pSceneMgr->createManualObject(); man->begin("TerrainMaterial"); for(size_t x = 0; x < 1024; ++x) for(size_t y = 0; y < 1024; ++y) { man...
by Zero
Sat Dec 11, 2010 2:20 am
Forum: Help
Topic: (Solved)Heightmap Rendering via VertexShader
Replies: 8
Views: 810

Re: Heightmap Rendering via VertexShader

Okay after trying everything, I found the bug..

It was this little operation the shader:

Code: Select all

In.position.y = height * maxHeight;
The maxHeight was always 0, I don't no why, but when I replace it with

Code: Select all

In.position.y = height * 128.f;
it all work, without any problems.

Zero
by Zero
Wed Dec 08, 2010 6:12 pm
Forum: Help
Topic: (Solved)Heightmap Rendering via VertexShader
Replies: 8
Views: 810

Re: Heightmap Rendering via VertexShader

The 1 in the float4 doesn't solve the problem. Is there may a bug in Ogre? Or does someone already implemented this successfully? The guy @gamedev wrote this, any ideas? Just to close this off, you must set the texture through the effect *NOT* using the device.settexture. dont know why, but there yo...
by Zero
Wed Dec 08, 2010 9:09 am
Forum: Help
Topic: (Solved)Heightmap Rendering via VertexShader
Replies: 8
Views: 810

Re: Heightmap Rendering via VertexShader

1.Your display card is NV? or ATI? In dx9, vertex texture fetch in NV is ok, but ATI not. 2.Debug your app in debug mode. in release mode, debug shader will meet strange results. 1. Yes I use DX9 and have a nvidia card. 2. Yes my test are made with debug version of my test app. I assume you were us...
by Zero
Tue Dec 07, 2010 11:42 pm
Forum: Help
Topic: (Solved)Heightmap Rendering via VertexShader
Replies: 8
Views: 810

(Solved)Heightmap Rendering via VertexShader

Hi I tries this sample in Ogre and cant get it to work -.- This is my material code: vertex_program Terrain_VS hlsl { source Shader.hlsl target vs_3_0 entry_point GPUgcRenderVS uses_vertex_texture_fetch true default_params { param_named_auto worldViewProj worldviewproj_matrix } } fragment_program Te...
by Zero
Thu Jul 29, 2010 1:37 pm
Forum: Developer talk
Topic: Parsing Script Problems
Replies: 3
Views: 687

Re: Parsing Script Problems

I created a patch for this, hope this helps :) diff --git a/OgreMain/src/OgreScriptTranslator.cpp b/OgreMain/src/OgreScriptTranslator.cpp --- a/OgreMain/src/OgreScriptTranslator.cpp +++ b/OgreMain/src/OgreScriptTranslator.cpp @@ -47,6 +47,7 @@ #include "OgreLodStrategyManager.h" #include "OgreDistan...
by Zero
Thu Jul 29, 2010 1:42 am
Forum: Developer talk
Topic: Parsing Script Problems
Replies: 3
Views: 687

Parsing Script Problems

Hi, 7 days ago i updated to the newest trunk of Ogre and now all my Entitys are black. After some debugging i realised that the bug is in ScriptCompiler. And now after some more debugging the ScriptCompiler, i found that problem. bool ScriptTranslator::getFloat(const Ogre::AbstractNodePtr &node, flo...
by Zero
Thu May 27, 2010 8:33 pm
Forum: Showcase
Topic: CuBrush - minigame release
Replies: 5
Views: 1630

Re: CuBrush - minigame release

Nice work! :D
by Zero
Sat May 15, 2010 11:15 pm
Forum: Lounge / Off-topic
Topic: Particle Universe: Need some feedback
Replies: 13
Views: 2283

Re: Particle Universe: Need some feedback

I would prefer an abstract physic layer, so that other physic libraries can more easily be used.
The actual implementation with physix is good, but implement there Newton for example is very hard :(
by Zero
Mon Mar 22, 2010 9:33 pm
Forum: Artists & Content Creators
Topic: Depth Write Problem
Replies: 3
Views: 694

Depth Write Problem

Hi, we have some problems with our models. Some need depth_write off in the material file. But now, this models are rendered behind other objects without depth_write off. http://dl.dropbox.com/u/3714191/error.jpg The picture shows the shrub, rendered behind the bridge. This is the material file, for...
by Zero
Tue Dec 22, 2009 1:17 pm
Forum: Developer talk
Topic: Ogre::Root::createFileStream Bugfix
Replies: 2
Views: 480

Ogre::Root::createFileStream Bugfix

Hello I discovered a bug in Ogre::Root::createFileStream, when you use a path for the stream, for example "C:\MyTest.file". I created a patch which fix this bug, I hope this helps :) Index: OgreRoot.cpp =================================================================== --- OgreRoot.cpp (revision 94...
by Zero
Fri Nov 13, 2009 12:37 am
Forum: Showcase
Topic: New Terrain Early Shots
Replies: 675
Views: 150842

Re: New Terrain Early Shots

Code: Select all

// With this you get the heights, only y values
pOgreTerrain->getHeightData();
// The size of the HeightData
pOgreTerrain->getSize() * pOgreTerrain->getSize();
I hope that help you ;)
by Zero
Wed Sep 16, 2009 1:18 pm
Forum: Showcase
Topic: New Terrain Early Shots
Replies: 675
Views: 150842

Re: New Terrain Early Shots

I think, i know how to reproduce this bug with "OGRE EXCEPTION(3:RenderingAPIException): D3DXLoadSurfaceFromMemory failed in D3D9HardwarePixelBuffer::blitFromMemory". You have to use a very big brush and a very big brush strength and then create very high mountain`s and edit a little bit at the bord...
by Zero
Tue Jul 07, 2009 3:21 pm
Forum: Help
Topic: Scale Node, moves the Entity ...
Replies: 3
Views: 388

Re: Scale Node, moves the Entity ...

Yes I understand what you say! But a this 2 pictures you can see the same scale!!

So the 2 pictures should be same!
by Zero
Mon Jul 06, 2009 9:56 pm
Forum: Help
Topic: Scale Node, moves the Entity ...
Replies: 3
Views: 388

Scale Node, moves the Entity ...

http://img189.imageshack.us/img189/9931/shouldlook.th.png So it should look and so it look after the first resize. http://img146.imageshack.us/img146/7809/secondclick.th.png But afer the second resize(but the new size = the old size) my entity move a little bit left. I can do this all the time, the...
by Zero
Sun Jun 21, 2009 1:42 pm
Forum: Showcase
Topic: New Terrain Early Shots
Replies: 675
Views: 150842

Re: New Terrain Early Shots

You have to link the OgreTerrain.lib

Zero
by Zero
Sat Jun 20, 2009 7:12 pm
Forum: Showcase
Topic: New Terrain Early Shots
Replies: 675
Views: 150842

Re: New Terrain Early Shots

First, nice work sinbad :D

@spong3bob:
I had the same bug... so I used for the include the absolute path to the file or you only specify the include dir :D
by Zero
Fri May 22, 2009 6:49 pm
Forum: Showcase
Topic: Simple Ogre Material Editor - barely usable binary release
Replies: 7
Views: 4712

Re: Simple Ogre Material Editor - barely usable binary release

Hi nice work you done there ;) First I have a questio, why the Ogre head look like my picture http://img29.imageshack.us/img29/4826/firstm.jpg and after reload material he looks normal? Do you want that? Then may you should use an wxPanel and the background dont look so "ugly"^^. And how I can see m...
by Zero
Mon May 18, 2009 9:33 pm
Forum: Help
Topic: [Solved] Background loading + AAB Assert
Replies: 7
Views: 383

Re: Background loading + AAB Assert

Thank you for your effort.

I have now found a solution, the quaternios had an w = 0, it was a mistake by us.
The Quaternion then generated a "-1.#IND000" for his x, y, z and w. After a lot of debuging I found this.
In old releases of Ogre this worked^^ Thanks Ogre for finding our bug :D :D

Zero