Search found 1137 matches

by spookyboo
Thu Aug 09, 2018 3:49 pm
Forum: Ogre 2.0+
Topic: [2.x] Wish list
Replies: 21
Views: 719

Re: [2.x] Wish list

  • Divide Ogre even more into a small core + (supported) components (resource system, ...)
by spookyboo
Mon Apr 02, 2018 5:01 pm
Forum: Showcase
Topic: [2.1] Hlms editor
Replies: 137
Views: 29924

Re: [2.1] Hlms editor

HLMS editor is updated to latest Ogre commit (8863ddf20ded)
Binary download: https://github.com/spookyboo/HLMSEditor ... e?raw=true
by spookyboo
Mon Apr 02, 2018 3:53 pm
Forum: Feature Requests
Topic: [2.1] Why is OgrePlanarReflections.dll mandatory?
Replies: 2
Views: 200

Re: [2.1] Why is OgrePlanarReflections.dll mandatory?

Ah. I wasn't aware of that
by spookyboo
Sun Apr 01, 2018 6:54 pm
Forum: Feature Requests
Topic: [2.1] Why is OgrePlanarReflections.dll mandatory?
Replies: 2
Views: 200

[2.1] Why is OgrePlanarReflections.dll mandatory?

I've updated to an March 8 commit, but my application crashed. Cause was that OgrePlanarReflections.dll could not be loaded. Apparently this dll is mandatory, but why is it a separate dll instead of including this functionality in OgreMain.dll?
by spookyboo
Sat Feb 10, 2018 8:31 pm
Forum: Lounge / Off-topic
Topic: State/feedback/rant -> Ogre 2.1
Replies: 13
Views: 1202

Re: State/feedback/rant -> Ogre 2.1

I agree that all forces should be combined in the 2.x versions, but that's the choice of paroj (and eugene). I think Ogre should not even try to compete with Unreal, Unity and Godot, because it can never win this battle. Ogre fills in a niche market (visualization) and that must be emphasized even m...
by spookyboo
Mon Jan 01, 2018 3:46 pm
Forum: Announcements / News / Information
Topic: [News] Ogre Progress Report: December 2017
Replies: 3
Views: 1515

Re: [News] Ogre Progress Report: December 2017

Happy new year. Good post. Should be part of the 2.1/2.2 documentation
by spookyboo
Thu Dec 07, 2017 6:23 am
Forum: Showcase
Topic: iUBES:2 - strategy game (PC / indie / steam)
Replies: 4
Views: 404

Re: iUBES:2 - strategy game (PC / indie / steam)

:shock:
Looks good. Good luck
by spookyboo
Mon Nov 27, 2017 11:51 am
Forum: Google Summer Of Code
Topic: [GSoC 2018] Idea Discussion
Replies: 16
Views: 3508

Re: [GSoC 2018] Idea Discussion

My suggestion is to write proper documentation for 2.1 to make Ogre more accessible to new users.
by spookyboo
Wed Nov 22, 2017 9:33 pm
Forum: Showcase
Topic: [2.1] Hlms editor
Replies: 137
Views: 29924

Re: [2.1] Hlms editor

I've added Ogre emissive map. The gLTF import plugin also uses it from now on (instead of the 'faked' one)
by spookyboo
Mon Nov 20, 2017 10:40 pm
Forum: Ogre 2.0+
Topic: Mapping of gLTF emissive texture
Replies: 17
Views: 845

Re: Mapping of gLTF emissive texture

Concerning Emissive: PbsAllSettings.json refers to the emissive 'value' as an integer, while setEmissive is a Vector3
by spookyboo
Sun Nov 19, 2017 7:46 pm
Forum: Ogre 2.0+
Topic: Mapping of gLTF emissive texture
Replies: 17
Views: 845

Re: Mapping of gLTF emissive texture

Great!! :D :D
by spookyboo
Sun Nov 19, 2017 2:20 pm
Forum: Showcase
Topic: [2.1] Hlms editor
Replies: 137
Views: 29924

Re: [2.1] Hlms editor

Update of the HLMS Editor. I've added a gLTF import plugin. It is not the fastest importer (be patient with big models), but it pretty much loads all gLTF models (both .gltf and .glb) and supports the KHR_MaterialsPbrSpecularGlossiness extension. See my signature for download of the latest version. ...
by spookyboo
Wed Nov 15, 2017 6:58 pm
Forum: Ogre 2.0+
Topic: Mesh vs OpenGEX vs glTF
Replies: 38
Views: 2911

Re: Mesh vs OpenGEX vs glTF

Hmm. Oke. But apparently the pose space isn't the same as the TRS values in the joint. The export does contain inverseBindMatrices though. See JSON snippet: "skins": [ { "inverseBindMatrices": 82, "skeleton": 2, "joints": [2, 11, 12, 19, 20, 16, 13, 17, 14, 18, 15, 7, 3, 8, 4, 9, 5, 10, 6], "name": ...
by spookyboo
Wed Nov 15, 2017 5:40 pm
Forum: Ogre 2.0+
Topic: Mesh vs OpenGEX vs glTF
Replies: 38
Views: 2911

Re: Mesh vs OpenGEX vs glTF

Ok, the gLTF -> Ogre plugin is almost done, but I'm still struggling with animation. In the Ogre skeleton xml I need to determine the bone pose matrix for each bone (the <bones> element). I have the local transformation of each bone (represented by the TRS elements of a gLTF node and converted to a ...
by spookyboo
Fri Oct 27, 2017 11:01 am
Forum: Help
Topic: 2.1 Animation Viewer
Replies: 2
Views: 150

Re: 2.1 Animation Viewer

Yes. Adding the V 1.8 flag did the trick. Thanks
by spookyboo
Wed Oct 25, 2017 7:50 pm
Forum: Help
Topic: 2.1 Animation Viewer
Replies: 2
Views: 150

2.1 Animation Viewer

Hi,

Is there an application that is able to display V2 meshes WITH animation? I tried OgreMeshy 1.6, but it doesn't seem to load v2 meshes. I also tried creating v1 meshes from .xml to .mesh with the OgreMeshTool (option -v1). OgreMeshy crashed. I use the Ogre V2.1 commit from 3 days ago.
by spookyboo
Sat Oct 21, 2017 9:16 pm
Forum: Ogre 2.0+
Topic: Mesh vs OpenGEX vs glTF
Replies: 38
Views: 2911

Re: Mesh vs OpenGEX vs glTF

The plugin indeed does a conversion and is not a direct loader, which makes the task a bit easier. Direct loading is not really needed for my HLMS Editor. I created the plugin from scratch because Assimp does not create 2.1 (Pbs) materials as far as I know. Current status is that it manages to load ...
by spookyboo
Thu Oct 12, 2017 9:52 pm
Forum: Ogre 2.0+
Topic: Mesh vs OpenGEX vs glTF
Replies: 38
Views: 2911

Re: Mesh vs OpenGEX vs glTF

Not true: https://github.com/spookyboo/glTFImportPlugin
Btw. the code is not heavy optimized, but is only for offline conversion
by spookyboo
Thu Oct 12, 2017 3:57 pm
Forum: Ogre 2.0+
Topic: Mesh vs OpenGEX vs glTF
Replies: 38
Views: 2911

Re: Mesh vs OpenGEX vs glTF

https://ibb.co/bCSKWG https://ibb.co/bKdhkb https://ibb.co/bCSKWG https://ibb.co/bKdhkb Materials come out pretty good in most of the cases. Most models are also ok (some models are distorted, but perhaps this is because a few things are not 100% implemented yet). The plugin loads regular gLTF file...
by spookyboo
Thu Oct 12, 2017 1:56 pm
Forum: Ogre 2.0+
Topic: [2.1] OgreMeshTool Cannot initialise - no render system has been selected
Replies: 4
Views: 250

Re: [2.1] OgreMeshTool Cannot initialise - no render system has been selected

It needs plugins_tools.cfg with content:

Code: Select all

# Defines plugins to load

# Define plugin folder
PluginFolder=.

# Define plugins
Plugin=RenderSystem_NULL
by spookyboo
Sun Oct 01, 2017 6:20 pm
Forum: Ogre 2.0+
Topic: Mesh vs OpenGEX vs glTF
Replies: 38
Views: 2911

Re: Mesh vs OpenGEX vs glTF

Some progress, but the basics are there :D
Image
Image
by spookyboo
Fri Sep 29, 2017 4:13 pm
Forum: Ogre 2.0+
Topic: Texture mapping gLTF <--> Ogre
Replies: 4
Views: 432

Texture mapping gLTF <--> Ogre

In gLTF the metalness in a texture is represented by the B channel, while the roughness is represented by the G channel (using a combined texture). How does this map to a metallic and roughness map in Ogre?
by spookyboo
Thu Sep 28, 2017 6:06 am
Forum: Ogre 2.0+
Topic: Mesh vs OpenGEX vs glTF
Replies: 38
Views: 2911

Re: Mesh vs OpenGEX vs glTF

Progress is slow but I'm still working on it. Can't tell when there is a usable version.
by spookyboo
Fri Sep 15, 2017 4:48 pm
Forum: Help
Topic: Licensing Question for own products
Replies: 4
Views: 259

Re: Licensing Question for own products

With so many 'free' products I don't think anyone will pay for it. What you can do is offer your paid service (e.g. develop custom plugins).
by spookyboo
Tue Sep 12, 2017 6:05 pm
Forum: Ogre 2.0+
Topic: Mapping of gLTF emissive texture
Replies: 17
Views: 845

Mapping of gLTF emissive texture

Does anybody know how a gLTF emissive texture maps to an Ogre Pbs material? The emissive map controls the color and intensity of the light being emitted by the material. This texture contains RGB components in sRGB color space. If a fourth component (A) is present, it is ignored. Not sure whether it...