Search found 181 matches

by Eugene
Fri Sep 15, 2017 8:10 am
Forum: Help
Topic: Building 1.10 on OSX 10.11 with Xcode 7.3.1
Replies: 3
Views: 295

Re: Building 1.10 on OSX 10.11 with Xcode 7.3.1

When attempting to build Ogre 1.10.8 (from bitbucket) using Xcode 7.3.1 on OSX 10.11 I get the following error: ogre/RenderSystems/GLSupport/include/OSX/OgreOSXCocoaWindow.h:67:9: error: unknown type name 'NSWindowStyleMask' The versions of Xcode that contain the 10.12 sdk only install on 10.12 so ...
by Eugene
Sat Jan 21, 2017 10:09 pm
Forum: Help
Topic: [solved] SampleBrowser crashed at MacOS Sierra 10.12.2
Replies: 2
Views: 441

Re: SampleBrowser crashed at MacOS Sierra 10.12.2

Add mOptions = nil; at OgreConfigWindowDelegate::dealloc

Seems that ui animation keeps config window alive when mOptions points to already destructed NSDictionary
by Eugene
Sat Jan 14, 2017 3:49 pm
Forum: Ogre 2.0+
Topic: Performance suggestion
Replies: 39
Views: 2444

Re: Performance suggestion

Some complexity of resource searching algorithm is needed to support mods and patches for resource packs, as well as hi-res textures updates for games. I have scenario with resources not in index. When Live Interior 3D opens user document(s) - all embedded resources are unpacked into some shared tem...
by Eugene
Wed Mar 02, 2016 11:01 am
Forum: Developer talk
Topic: [VS/Win] Snapshot 12.03.2016
Replies: 240
Views: 178142

Re: [VS/Win] Snapshot 13.02.2016

VS2012 is building on Windows 7, VS2015 on Windows 10. To enable all features of VS2015 you have to use Win 8.x or newer and I don't have a Win 8.x license, so I've upgraded one computer to Win 10. I'm not happy with that solution, because Win 10 is very unstable. You should install VS2015 with "Wi...
by Eugene
Tue Mar 01, 2016 7:05 pm
Forum: Developer talk
Topic: [VS/Win] Snapshot 12.03.2016
Replies: 240
Views: 178142

Re: [VS/Win] Snapshot 13.02.2016

When I try to launch SampleBrowser.exe from ogre1.9sdk x86 on Windows 8.1 x64, I see "api-ms-win-core-heap-l2-1-0.dll" is missing. What does it mean? Ogre SDK was probably made using VS2015 with Win10 SDK, it is not compatible with Win8.1 - import various APIs from different DLLs. Look here https:/...
by Eugene
Tue Feb 23, 2016 2:03 pm
Forum: General Discussion
Topic: Eugene on fire!
Replies: 5
Views: 929

Re: Eugene on fire!

xrgo wrote:Hello! I want to congratulate Eugene Golushkov (is he in the forums?) for his many many fixes and commits these days on the default branch... and selfishly ask if those fixes are going to be merged some day on the 2.1 branch =D, though I have no idea if that fixes are important :S

Saludos!
Thanks!
by Eugene
Tue Apr 28, 2015 1:14 pm
Forum: Developer talk
Topic: Concatenating Node transforms
Replies: 28
Views: 8164

Re: Concatenating Node transforms

Necroposting! :) This time I meet the issue, and want to resolve it. First attempt work reasonable well for me, but Node size is increased by Matrix4 size (304 => 368). Nodes that inherit full transform could be intermixed with old-style Nodes, but this design decision prevents some possible optimiz...
by Eugene
Mon Nov 10, 2014 5:52 pm
Forum: Developer talk
Topic: Next bunch of fixes
Replies: 28
Views: 6386

Re: Next bunch of fixes

I reviewed the patch, and was fine, thus I merged it. However I would like to know about my comment on videomode being null. Basically I just want to know if it's infrequent enough so that the warning only appears in rare cases (i.e. not many false positives), which could help us identify initializ...
by Eugene
Mon Nov 10, 2014 4:12 pm
Forum: Developer talk
Topic: Next bunch of fixes
Replies: 28
Views: 6386

Re: Next bunch of fixes

Next pull request is PR #435, https://bitbucket.org/sinbad/ogre/pull-request/435/d3d11-various-fixes-for-possible-fsaa/commits ◦[D3D11] Enable usage of monitor-less videoadapter for rendering, when results are displayed by another (discrete and integrated for example) ◦[D3D11] Enable "16" and "16 [Q...
by Eugene
Wed Oct 22, 2014 11:24 am
Forum: Developer talk
Topic: Next bunch of fixes
Replies: 28
Views: 6386

Re: Next bunch of fixes

So, here I am again. Next pull request is PR #429, https://bitbucket.org/sinbad/ogre/pull-request/429/meshlod-sample-added-ability-to-strip-lod0/commits •[MeshLod sample] Preserve edge list if it was present before LOD manipulations •Wrong range locked for index buffers with nonzero indexStart (pote...
by Eugene
Mon Oct 06, 2014 10:40 am
Forum: Developer talk
Topic: Next bunch of fixes
Replies: 28
Views: 6386

Re: Bunch of fixes for SampleBrowser on HiDPI devices

Is there any way to use a pixel shader to handle the resolve and gamma conversion in one step? I think that sequence of ResolveSubresource + CopyResource would be more effective. Actually I decide to use this approach, if user really want FSAA + gamma correction on FlipSequential swapchain. Commit ...
by Eugene
Fri Oct 03, 2014 7:20 pm
Forum: Developer talk
Topic: Next bunch of fixes
Replies: 28
Views: 6386

Problem in use FlipSequential mode, FSAA and sRGB gamma toge

I implemented FlipSequential mode for Win32, but then was stopped by problem occured when it is activated together with FSAA and gamma 1) Render Target View should have DXGI_FORMAT with _SRGB suffix for gamma correction and be multi sampled for FSAA 2) Swapchain in FlipSequential mode does not suppo...
by Eugene
Wed Oct 01, 2014 5:20 pm
Forum: Developer talk
Topic: Next bunch of fixes
Replies: 28
Views: 6386

Bunch of fixes for SampleBrowser on HiDPI devices

So, here I am again. Next pull request is PR #414, https://bitbucket.org/sinbad/ogre/pull-request/414/bunch-of-fixes-for-samplebrowser-on-hidpi/commits Problem: SampleBrowser show own cursor not on the spot where hardware cursor located on HiDPI devices (WinStore, WinPhone, OS X Retina). Additionall...
by Eugene
Sun Sep 28, 2014 11:54 am
Forum: Developer talk
Topic: Next bunch of fixes
Replies: 28
Views: 6386

Build Ogre for WinStore and WinPhone without custom steps

So, here I am again. Next pull request is PR #410, https://bitbucket.org/sinbad/ogre/pull-request/410/build-ogre-for-winstore-80-81-and-winphone/commits Several years ago I adapted Ogre and D3D11 RS to work on WinRT. I send patches to CMake so that it was able to generate library projects compatible...
by Eugene
Sat Sep 27, 2014 4:29 pm
Forum: Developer talk
Topic: Problem with GetModuleHandleEx in MinGW
Replies: 1
Views: 1478

Problem with GetModuleHandleEx in MinGW

I saw this patch https://bitbucket.org/sinbad/ogre/commits/bf3311092c6a94836b8bbfd13d0a823275550c68 and was surprised. The first problem - patch always looks for handle of OgreMain.dll or OgreMain_d.dll, even inside RenderSystem_OpenGL.dll. It also ignores OGRE_STATIC_LIB setting, in which case GetM...
by Eugene
Wed Sep 24, 2014 1:41 pm
Forum: Developer talk
Topic: Next bunch of fixes
Replies: 28
Views: 6386

Re: Bunch of fixes for D3D11 + Share shaders for Cg/HLSL9/HL

So, here I am again. Next pull request is PR #404, https://bitbucket.org/sinbad/ogre/pull-request/404/d3d11-fsaa-support-fixes-winrt-and-many/commits It has bunch of fixes for D3D11 and several fixes for OS X. I`m afraid, that nobody would be brave enough to accept such pull request with motivation ...
by Eugene
Thu Sep 11, 2014 4:13 pm
Forum: Developer talk
Topic: Next bunch of fixes
Replies: 28
Views: 6386

Re: Bunch of fixes for D3D11 + Share shaders for Cg/HLSL9/HL

OK, I ported fixes to v1.10 branch - pull request #391. https://bitbucket.org/sinbad/ogre/pull-request/391/bunch-of-fixed-for-d3d11-branch-110/commits This pull request does not contain shared shaders for samples. Dead code in D3D11 RS is not removed - this code is really unnecessary and even confus...
by Eugene
Thu Sep 11, 2014 9:54 am
Forum: Developer talk
Topic: Next bunch of fixes
Replies: 28
Views: 6386

Re: Bunch of fixes for D3D11 + Share shaders for Cg/HLSL9/HL

I see no problem with undoing another piece of work if yours is complete and working and the other still needs further work. But I haven't looked at both implementations to determine which is the best approach though. Maybe the mentor/student could give some information. Both are similar in spirit....
by Eugene
Wed Sep 10, 2014 5:40 pm
Forum: Developer talk
Topic: Next bunch of fixes
Replies: 28
Views: 6386

Re: Idea: Share shader code for Cg/HLSL9/HLSL11

OK, I encounter conflict during merge with political consequences. HLSL11 has another method of texture access - declares two variables, for example "Texture2D tx" and "SamplerState ss" rather than "sampler2D s" as do HLSL9 and Cg, and has different function for sampling, "tx.Sample(ss, xy)" vs "tex...
by Eugene
Wed Sep 10, 2014 11:29 am
Forum: Developer talk
Topic: Next bunch of fixes
Replies: 28
Views: 6386

Re: Idea: Share shader code for Cg/HLSL9/HLSL11

I'll propose you something: If by the end of the week there are no news regarding your PR (neither from Assaf or you), I'll merge it. OK, let's do it. One question. Seems that 'default' branch is v1.10, not v2.0, am I correct? If so, I can use it for my own development, and can rebase my pull reque...
by Eugene
Tue Sep 09, 2014 2:12 pm
Forum: Developer talk
Topic: [Ogre19+ANGLE GLES2] Stencil modulative shadow not working?
Replies: 4
Views: 1451

Re: [Ogre19+ANGLE GLES2] Stencil modulative shadow not worki

Well it does seem to me that both mShadowDebugPass and mShadowModulativePass are FFP only, while mShadowStencilPass supports shaders for specific renderer. It answered my question. Thanks for your reply. I fixed this problem for D3D11 - wrote simplest shaders that do what needs to be done. Similar ...
by Eugene
Tue Sep 09, 2014 11:26 am
Forum: Developer talk
Topic: [Ogre19+ANGLE GLES2] Stencil modulative shadow not working?
Replies: 4
Views: 1451

Re: [Ogre19+ANGLE GLES2] Stencil modulative shadow not worki

May be because GLES2 does not support FFP, and mShadowModulativePass does not have shaders?
I have this problem on D3D11, so I`ll fix it and there would be place to insert shaders for GLES2 too.
by Eugene
Mon Sep 08, 2014 9:42 am
Forum: Developer talk
Topic: Next bunch of fixes
Replies: 28
Views: 6386

Re: Idea: Share shader code for Cg/HLSL9/HLSL11

I`ll be honest too. I don`t care about samples. At all. I use D3D11 render system for WinRT version of Live Interior 3D, there are bugs that are absent on Mac version of Live Interior 3D, and that is important for me. Update 1.3.1 of LI3D has description: "Fixed rendering with lights and shadows on ...
by Eugene
Sat Sep 06, 2014 7:08 pm
Forum: Developer talk
Topic: Next bunch of fixes
Replies: 28
Views: 6386

Re: Idea: Share shader code for Cg/HLSL9/HLSL11

Now Cg allows to run the same HLSL9-compatible shader on OpenGL render system, and on platforms other than Windows. But there would be no reasons to use it with D3D9 and D3D11 render systems, and it is not allowed on D3D11 WinRT - after all Cg programs would additionally be declared as HLSL.
by Eugene
Sat Sep 06, 2014 3:07 pm
Forum: Developer talk
Topic: Next bunch of fixes
Replies: 28
Views: 6386

Next bunch of fixes

Bunch of fixes for D3D11 + Share shaders for Cg/HLSL9/HLSL11 Facts: Now samples media have two folders with shader code - Cg and HLSL. 1. HLSL9 shaders are usually copied from Cg folder , extension changed from .cg to .hlsl [hard to diff folders] and usually no additional tweaks are needed as HLSL9...