Search found 4649 matches

by haffax
Mon Nov 15, 2010 1:26 pm
Forum: Using OGRE in practice
Topic: Why there's no SceneManagerPtr for SceneManagers?
Replies: 1
Views: 303

Re: Why there's no SceneManagerPtr for SceneManagers?

Actually only descendant's of the Resource class have their own SharedPtr classes in Ogre. So that's far from "most" Ogre classes. For all other object references you obtain from Ogre: If you got it via a createXXX function, call the corresponding destroyXXX function to release it when you don't nee...
by haffax
Fri Nov 05, 2010 10:26 am
Forum: Using OGRE in practice
Topic: Official MeshMagick thread - now licensed under MIT
Replies: 278
Views: 97831

Re: Official MeshMagick thread - now licensed under MIT

Yes, the binary MeshMagick is too old for new Ogre mesh files. You'd need to compile it anew with the new Ogre in order to make it work with current mesh file versions.

Actually I have some time at hand this weekend, so I will fix the startup bug with new Ogre versions and compile a windows version.
by haffax
Thu Nov 04, 2010 11:11 am
Forum: Showcase
Topic: VIDEOGAMES made using OGRE 2010 - UPC University (Spain)
Replies: 9
Views: 3123

Re: VIDEOGAMES made using OGRE 2010 - UPC University (Spain)

It is our GEMA's (Germany's copyright collective, like Spain's SGAE)fault. They don't have an agreement with youtube, so all videos containing music of GEMA members is blocked.
by haffax
Mon Nov 01, 2010 10:30 pm
Forum: Showcase
Topic: VIDEOGAMES made using OGRE 2010 - UPC University (Spain)
Replies: 9
Views: 3123

Re: VIDEOGAMES made using OGRE 2010 - UPC University (Spain)

This video contains content from WMG and UMG. It is not available in your country
I don't even now what WMG or UMG are.
by haffax
Mon Nov 01, 2010 11:59 am
Forum: Showcase
Topic: Nimbus, racing puzzler using Ogre
Replies: 24
Views: 6889

Re: Nimbus, racing puzzler using Ogre

I bought it yesterday and really really like it. It is one of the games were you just can't stop once you started playing it, because it has this just-one-more-level-effect. (or rather one-more-try, as the game is really hard)
by haffax
Mon Oct 11, 2010 10:41 am
Forum: Using OGRE in practice
Topic: Official MeshMagick thread - now licensed under MIT
Replies: 278
Views: 97831

Re: Official MeshMagick thread - now licensed under MIT

Hi PolyVox, in the old days Sinbad used to build meshmagick for Windows and provide the download. Unlike OgreXMLConverter, Meshmagick is not an official Ogre tool, so it was a bit of an extra service from his side. I'm afraid you have to build it yourself.
by haffax
Fri Oct 01, 2010 12:01 pm
Forum: Help
Topic: Distance between 2 objects
Replies: 3
Views: 257

Re: Distance between 2 objects

If by nearest distance you mean that the shape of the entities needs to be taken into account, then you cannot do that directly in Ogre. For this you need to use some collision library. Else you can approximate it using the bounding radius: Vector3 minDistance = entity1->_getParentNodeFullTransform(...
by haffax
Tue Sep 28, 2010 12:40 pm
Forum: Help
Topic: Exported Models dont work
Replies: 3
Views: 172

Re: Exported Models dont work

By default it is generated in the working directory. The file name Ogre uses to create the log file is the third parameter of Ogre::Root constructor.
by haffax
Tue Sep 28, 2010 11:49 am
Forum: Help
Topic: Exported Models dont work
Replies: 3
Views: 172

Re: Exported Models dont work

When you use a different model instead of the exported one, then it works?
If so, what does your Ogre.log say?
by haffax
Thu Sep 23, 2010 9:22 am
Forum: Artists & Content Creators
Topic: Looking for an older version of Ogre Exporter
Replies: 2
Views: 772

Re: Looking for an older version of Ogre Exporter

You can download all previous versions of the meshexporter from the old SVN repository. Check out http://sourceforge.net/scm/?type=svn&group_id=2997 Check the v1-x branches that have been created around the time you downloaded the script and check there under Tools/BlenderExport/ If your export scri...
by haffax
Thu Sep 02, 2010 4:04 pm
Forum: Using OGRE in practice
Topic: Official MeshMagick thread - now licensed under MIT
Replies: 278
Views: 97831

Re: Official MeshMagick thread - now licensed under MIT

That's not what meshmerge does. Meshmerge merges multiple mesh files into one. Merging submeshes is not yet possible with meshmagick.
by haffax
Thu Aug 19, 2010 2:59 pm
Forum: Help
Topic: [Solved] Shader "position/normal" parameters
Replies: 4
Views: 599

Re: Shader "position/normal" parameters

These are automatically bound via the semantics you assign them. That's the :POSITION, :NORMAL part.
You only have to explicitly bind globals and uniforms, so all variables that don't depend on the vertex or pixel itself.
by haffax
Fri Jul 30, 2010 11:58 am
Forum: Help
Topic: Imported mesh & animation looks deformed inside Ogre
Replies: 2
Views: 376

Re: Imported mesh & animation looks deformed inside Ogre

I don't know Maya, but on a general note: Modelling tools usually distinguish between object and mesh. An object is an actual instance in the scene of the underlaying mesh. Much like an Entity using a Mesh in Ogre. Exporters don't export objects, they export meshes. So when you somehow transform an ...
by haffax
Mon Jul 26, 2010 7:35 pm
Forum: Help
Topic: Problem using MeshMagick with Ogre 1.7
Replies: 12
Views: 584

Re: Problem using MeshMagick with Ogre 1.7

I am going to look at this problem later this week.
by haffax
Tue Jul 20, 2010 1:25 am
Forum: Help
Topic: meshmagick+1.7 problem
Replies: 1
Views: 123

Re: meshmagick+1.7 problem

I will check the problem out, but I am busy right now with other matters. After my summer vacation I will look into it.
by haffax
Mon Jun 28, 2010 1:47 am
Forum: General Discussion
Topic: Blender + Gen3 + Ogre .. How to
Replies: 5
Views: 582

Re: Blender + Gen3 + Ogre .. How to

So, what part of the scene is from "Plane.mesh" and what part is from "Plane.006.mesh" and what part is neither? When something is white it usually means it has the default material. It is hard to analyse your scene from the outside without more detailed information. I'd like to know what of the mes...
by haffax
Mon Jun 28, 2010 12:49 am
Forum: Help
Topic: Assertion failed: !ms_Singleton
Replies: 2
Views: 1504

Re: Assertion failed: !ms_Singleton

What is the stack trace? Where exactly does your code fail, in what line? OgreSingleton.h line 80 is too late, we so don't learn what singleton is the culprit. Without this info I can only generally tell you what this assert means: You access a Singleton that has not yet been created. Ogre's Singlet...
by haffax
Mon Jun 28, 2010 12:43 am
Forum: Help
Topic: EXC_BAD_ACCESS MacOSX
Replies: 2
Views: 214

Re: EXC_BAD_ACCESS MacOSX

Usually this kind of error means that you deleted an ogre managed entity yourself instead of using an Ogre function for this. For instance: If you create an Entity using SceneManager::createEntity, you must not delete it yourself, but instead call SceneManager::destroyEntity. So my guess is that you...
by haffax
Mon Jun 28, 2010 12:36 am
Forum: General Discussion
Topic: Blender + Gen3 + Ogre .. How to
Replies: 5
Views: 582

Re: Blender + Gen3 + Ogre .. How to

comment out these lines: if (!m->suggestTangentVectorBuildParams(VES_TANGENT, src, dest)) { m->buildTangentVectors(VES_TANGENT, src, dest); } This generates tangents that can be used for normal mapping, which you very likely don't need. The rest of your code should work with these lines commented ou...
by haffax
Mon Jun 28, 2010 12:30 am
Forum: Artists & Content Creators
Topic: Question about blender's setsmooth option.
Replies: 2
Views: 474

Re: Question about blender's setsmooth option.

Basically smoothing means that vertices can be shared by adjacent triangles. So it cuts down the number of distinct vertices in your mesh. Actually setsmooth should, as I understand it, not change the polygon number, only the vertex number. I don't know how the Blender exporter handles it. But if th...
by haffax
Mon Jun 28, 2010 12:17 am
Forum: General Discussion
Topic: OGRE CEGUI 0.7 Deletion Error
Replies: 3
Views: 439

Re: OGRE CEGUI 0.7 Deletion Error

What is the stack trace? Also: Is OgreRenderer an Ogre plugin? If so, does OgreRenderer::destroy unplug itself from Ogre? If not, then maybe Ogre tries so itself upon destruction.
by haffax
Mon Jun 28, 2010 12:15 am
Forum: Help
Topic: Poser/Max/ ect audio format.
Replies: 1
Views: 167

Re: Poser/Max/ ect audio format.

Not an Ogre question?
by haffax
Mon Jun 28, 2010 12:09 am
Forum: Help
Topic: finding second vector from cosine?
Replies: 1
Views: 103

Re: finding second vector from cosine?

If (and only if) v3 is coplanar to v1 and v2 and if v3 != v1 then you can do this: Radian angle = Math::Acos(cos_of_angle_between_v1_and_v2); Vector3 normal = v1.crossProduct(v3); Quaternion rot = Quaternion(angle, normal); Vector3 v2 = rot * v1; Code is untested and maybe in second line v1 and v3 h...
by haffax
Thu Jun 24, 2010 1:17 pm
Forum: Help
Topic: (solved)MeshMagick rename material issue
Replies: 2
Views: 179

Re: MeshMagick rename material issue

Meshmagick uses the first character of your rename string as a delimiter. Any other char can be used instead of '/', just be careful that it is not part of any name. Also see wiki for examples: http://www.ogre3d.org/tikiwiki/MeshMagick#rename A rename example: This renames the bone Joint1 to Bone1 i...