Search found 70 matches

by Cygon
Tue Aug 21, 2012 5:06 pm
Forum: Developer talk
Topic: Ogre`s Windows 8 UI Style port (now commited to OGRE!)
Replies: 187
Views: 58932

Re: Ogre`s Windows 8 Metro Style port (now commited to OGRE!

Yep, I'm still on it (can only commit serious time during the weekends). Will anything change for me when I commit my changes? Currently, I have pulled Eugene's BitBucket repository -- should I take my changes to Ogre directly or first add them to Eugene's repository? @Assaf: Thanks, I'll send in th...
by Cygon
Wed Aug 08, 2012 10:27 am
Forum: Using OGRE in practice
Topic: Error with Pre-Compiled Headers (VS2005) on moving to Win8
Replies: 2
Views: 1780

Re: Error with Pre-Compiled Headers (VS2005) on moving to Wi

Could it be that the precompiled header file is simply getting too large? When doing some ARM and x64 builds of Ogre in Visual Studio 2012, adding Boost moved the PCH size beyond some limit and I had to specify "-Zm111" for OgreMain (you mentioned removing /Zm -- that would reset the memory limit to...
by Cygon
Tue Aug 07, 2012 4:47 pm
Forum: Papercuts
Topic: Terrain component causes exception by default in D3D11
Replies: 1
Views: 1281

Terrain component causes exception by default in D3D11

When I add a terrain to my Ogre game, it immediately throws an exception because D3D11 generates the following warning: ID3D11Device::CreateInputLayout: The provided input signature expects to read an element with SemanticName/Index: 'POSITION'/0 and component(s) of the type 'float32'. However, the ...
by Cygon
Tue Aug 07, 2012 11:05 am
Forum: Developer talk
Topic: Ogre`s Windows 8 UI Style port (now commited to OGRE!)
Replies: 187
Views: 58932

Re: Ogre`s Windows 8 Metro Style port

It`s awesome, kudos to you :) ! I have some questions: 1. Why did you decide to use your own structures instead of Direct3D11? AFAIK they are not under #ifndefs for WinRT and can not be catched by validation tool, only original D3DCompile_XX.dll can not pass validation. 2. If you have bitbucket acc...
by Cygon
Mon Aug 06, 2012 2:25 pm
Forum: Developer talk
Topic: using C++11 for OGRE
Replies: 17
Views: 5075

Re: using C++11 for OGRE

Actually I dont' think boost is killing your perfs if you are using only boost.thread (it really depends on what you use in boost). It is written by the same people who made just::thread that is the first implementation of C++11 thread and that is written by the main designer of C++11 thread. I kno...
by Cygon
Mon Aug 06, 2012 10:39 am
Forum: Developer talk
Topic: using C++11 for OGRE
Replies: 17
Views: 5075

Re: using C++11 for OGRE

I'm still confused about who these developers running VS2005 and VS2008 in 2012 are and why they won't simply upgrade (and even if they had a valid reason, whether they're not just 1 or 2 people who can keep using Ogre 1.8 until they start their next project). Would you accept a patch that adds C++1...
by Cygon
Sun Aug 05, 2012 5:42 pm
Forum: Developer talk
Topic: using C++11 for OGRE
Replies: 17
Views: 5075

Re: using C++11 for OGRE

I'm always confused why some shops supposedly make these decisions. I started Windows development with Visual C++ 5 and apart from Visual Studio .NET, switching has never been a disruptive process. The companies I've worked for or with during the last 15 years all welcomed each new version and switc...
by Cygon
Tue Jul 31, 2012 10:40 am
Forum: Help
Topic: Ogre3d install for Windows 64 bit
Replies: 5
Views: 515

Re: Ogre3d install for Windows 64 bit

They do, since Visual Studio 2008 the x64 compilers and the Windows SDK are a normal part of the Express editions. Visual C++ 2012 Express RC even supports ARM right away :)
by Cygon
Wed Jul 25, 2012 10:35 pm
Forum: Developer talk
Topic: Ogre`s Windows 8 UI Style port (now commited to OGRE!)
Replies: 187
Views: 58932

Re: Ogre`s Windows 8 Metro Style port

1. Why did you decide to use your own structures instead of Direct3D11? AFAIK they are not under #ifndefs for WinRT and can not be catched by validation tool, only original D3DCompile_XX.dll can not pass validation. It's part of a little graphics library experiment. Instead of deriving graphics API...
by Cygon
Tue Jul 24, 2012 10:14 pm
Forum: Developer talk
Topic: Ogre`s Windows 8 UI Style port (now commited to OGRE!)
Replies: 187
Views: 58932

Re: Ogre`s Windows 8 Metro Style port

Do you have any workaround for the D3DCompiler_*.dll issue planned? I still hope that MS would allow shader reflection in some way. Therefore I postponed this problem and work on other parts of my application. If MS decided don`t do this work for me, than may be somebody else do it. And as the last...
by Cygon
Tue Jul 24, 2012 6:55 pm
Forum: Help
Topic: [SOLVED] C++-CLI /clr and Ogre 1.8
Replies: 6
Views: 772

Re: C++-CLI /clr and Ogre 1.8

Mogre has a fancy system for auto-generating the C++/CLI code required to make new classes callable from .NET. You should seriously consider if the relatively minor work required to update Mogre to 1.8.0 isn't far less than the work of writing an entirely new C++/CLI wrapper. There are lots of pitfa...
by Cygon
Tue Jul 10, 2012 9:38 am
Forum: Lounge / Off-topic
Topic: 82% discount, plus all OGRE asset formats
Replies: 3
Views: 1551

Re: 82% discount, plus all OGRE asset formats

It's a very good offer. Just browsing the medieval packages I was surprised at the amount of content. However, upon checkout I only got the option to use PayPal - and I'm not willing to do business with PayPal since a little falling out I had with them in 2006. It would be great if you supported at ...
by Cygon
Thu Jul 05, 2012 12:06 pm
Forum: Developer talk
Topic: Softimage 2013, boost 1.51
Replies: 6
Views: 3770

Re: Softimage 2013, boost 1.50

The Boost 1.50 system requirement has already hit my Boost port to WinRT hard. It uses its own declarations instead of Windows.h (I had to define BOOST_USE_WINDOWS_H to actually get it to use the WinRT functions) and since 1.50, Boost's thread library uses Boost.Chrono, which relies on Boost.System ...
by Cygon
Mon Jun 25, 2012 3:04 pm
Forum: Feature Requests
Topic: New OgreZip
Replies: 16
Views: 7761

Re: New OgreZip

Nice! I don't know if I'll be able to try it in the future but it seems very interesting. That said, I don't see the point in integrating it in Ogre, seems like a separate library on which to build resource management systems. Or did you mean just adding an interface to easily plug it in Ogre? I wa...
by Cygon
Mon Jun 25, 2012 11:35 am
Forum: Artists & Content Creators
Topic: Frustrated with BLENDER
Replies: 26
Views: 6054

Re: Frustrated with BLENDER

I would like to hear from you, what are the tools that you prefer to use, and if possible, if you know something with the "feel" of 3d max. If its free or not too expensive, will be much better for me. I'm in the Low Budget Indy way. I use Blender and I'm a keyboard guy (to this day, even on Window...
by Cygon
Mon Jun 25, 2012 10:49 am
Forum: Feature Requests
Topic: New OgreZip
Replies: 16
Views: 7761

Re: New OgreZip

I took a look at PhysicsFS before I started work on this and decided to go ahead with my own library because I disagreed with some of its design choices: PhysicsFS makes assumptions about how you organize your data files. Namely, that you have exactly one big directory tree with assets that may be p...
by Cygon
Sat Jun 23, 2012 6:09 pm
Forum: General Discussion
Topic: Who are the indie game developers using ogre
Replies: 9
Views: 1383

Re: Who are the indie game developers using ogre

That, and the fact that you're restricted to just the features that Unity offers. Then if you wanted to get off the Unity platform and start developing with something else, you have no real experience in the area of actual development. Suffice to say, Unity is fun in the means that it's a more full...
by Cygon
Sat Jun 23, 2012 2:03 pm
Forum: General Discussion
Topic: Who are the indie game developers using ogre
Replies: 9
Views: 1383

Re: Who are the indie game developers using ogre

I originally started my game in Unity. Truth be told, it got me further in a week than Ogre got me in a month, but it also limited me: - Pay $1500 if you want shadows and reflecting water in your game - Pay $1500 if you want your game to run on Android - Forget Windows App Store support I guess once...
by Cygon
Sat Jun 23, 2012 1:36 pm
Forum: Feature Requests
Topic: New OgreZip
Replies: 16
Views: 7761

Re: New OgreZip

I have written a clean C++ file system abstraction layer that is thread-safe and supports seamless and fast access to files stored in .zip archives without all the C cruft of zziplib. It's got a few extras as well: there is an advanced cache system that will decide whether to directly extract data i...
by Cygon
Fri Jun 22, 2012 10:09 pm
Forum: Developer talk
Topic: Ogre`s Windows 8 UI Style port (now commited to OGRE!)
Replies: 187
Views: 58932

Re: Ogre`s Windows 8 Metro Style port

Do you have any workaround for the D3DCompiler_*.dll issue planned? I have only taken a brief look at the d3d render system code, but if the problematic methods are D3DCompile() and D3DReflect , would it be feasible to save the data usually obtained by D3DReflect() by hand? The types I see used are ...
by Cygon
Wed Jun 20, 2012 1:22 am
Forum: Google Summer Of Code
Topic: [GSoC 2012] Volume Rendering with LOD aimed at terrain
Replies: 314
Views: 88843

Re: [GSoC 2012] Volume Rendering with LOD aimed at terrain

You're fast _and_ you're a crowd pleaser with all those interesting screenshots :) Reading about those CSG classes makes me wonder how terrain will in the end be defined. I admit haven't looked at those CSGUnarySource and CSGUnaryScaleSource classes yet -- are they interfaces through which the mesh ...
by Cygon
Tue Jun 19, 2012 4:43 pm
Forum: Papercuts
Topic: Including OgreInstanceManager.h with /W4 causes warning
Replies: 0
Views: 2632

Including OgreInstanceManager.h with /W4 causes warning

Ogre's headers are doing a great job compiling warning-free with warning level 4 in Visual Studio. There's just one file that does generate a warning, each time it is included: ogreinstancemanager.h: 6> OgreGameState.cpp 6>e:\islandwar\references\ogre\include\ogreinstancemanager.h(277): warning C451...
by Cygon
Tue Jun 19, 2012 12:40 pm
Forum: General Discussion
Topic: VC2005 vs VC2010/12
Replies: 27
Views: 1947

Re: VC2005 vs VC2010/12

@PhilipLB: Visual Studio 2012 RC, after working on solution with 8 projects for 6 hours: 160 MB. I have adopted Visual Studio 2010 on release day and was happy ever since. My main reason for the switch was that its project files now use MSBuild (an XML-based build scripting language like Ant or NAnt...
by Cygon
Tue Jun 19, 2012 12:21 pm
Forum: General Discussion
Topic: Visual Studio 2012 Express _WILL_ support Win32 + WinXP
Replies: 34
Views: 9011

Re: Visual Studio 2012 Express _WILL_ support Win32 Projects

(maybe that could be added in the title) Your wish is my command :) Visual Studio 2012 is turning out to be a really great release after all. They added colors back into the IDE, C++11 threading, desktop application support, Windows XP support (this fall == at or soon after Win8 RTM). I think I'll ...
by Cygon
Tue Jun 19, 2012 12:10 pm
Forum: Developer talk
Topic: Ogre`s Windows 8 UI Style port (now commited to OGRE!)
Replies: 187
Views: 58932

Re: Ogre`s Windows 8 Metro Style port

Visual Studio went through some changes in the Release Preview, maybe CMake is only able to find Visual Studio 11 from the Consumer Preview, but not Visual Studio 2012 RC from the Release Preview? I'm not using CMake myself, so I can't say whether the latest development builds work, but if a set of ...