Search found 397 matches

by JDX_John
Fri Jan 18, 2013 11:25 am
Forum: General Discussion
Topic: Video playing in Ogre (up to date)
Replies: 19
Views: 2316

Re: Video playing in Ogre (up to date)

We haven't done playing video in our app, but we did do recording our app to video files. For that we used raw ffmpeg libs and it was actually quite simple to read a texture into video frame. So I suppose the opposite is true.
by JDX_John
Mon Dec 03, 2012 6:55 pm
Forum: Help
Topic: [RTSS] Where is ShaderGeneratorDefaultScheme coming from?
Replies: 15
Views: 680

Re: [RTSS] Where is ShaderGeneratorDefaultScheme coming from

I've come back to this after another issue seems to be caused by it. We already covered that you'd need to force the scheme on new viewports you create - which is irritating but easy. BUT, I am finding I still get complaints about "ShaderGeneratorDefaultScheme", and I think it's either related to Co...
by JDX_John
Mon Dec 03, 2012 6:09 pm
Forum: Help
Topic: Declare shader in .material [solved]
Replies: 2
Views: 101

Re: Declare shader in .material [solved]

Thanks for clearing that up!
by JDX_John
Mon Dec 03, 2012 4:42 pm
Forum: Help
Topic: Declare shader in .material [solved]
Replies: 2
Views: 101

Declare shader in .material [solved]

I have a very simple shader and I wondered if it's possible to declare it totally inside a pass{} without using a .program or .cg/hlsl/etc file at all?
I think I can declare the vertex_program inside the pass rather than use vertex_program_ref, but can I put the source in directly too?
by JDX_John
Mon Nov 12, 2012 5:10 pm
Forum: Help
Topic: [solved] Unified high level shaders and default_params
Replies: 2
Views: 248

Re: [solved] Unified high level shaders and default_params

Seems to work as described, thanks!
by JDX_John
Sun Nov 11, 2012 11:26 pm
Forum: Help
Topic: [RTSS]BaseWhiteNoLighting material not working correctly
Replies: 4
Views: 419

Re: [RTSS]BaseWhiteNoLighting material not working correctly

Thanks for the link. However it's 2.5 years old - nobody added vertex color support to RTSS this whole time?
by JDX_John
Mon Oct 29, 2012 11:44 pm
Forum: Help
Topic: [solved] Unified high level shaders and default_params
Replies: 2
Views: 248

[solved] Unified high level shaders and default_params

I couldn't see in the manual, if a unified shader delegates to 2 or more shader programs, do you have to individually set up each shader program's default_params or can you do this in the unified definition itself?
by JDX_John
Mon Oct 22, 2012 10:32 am
Forum: Help
Topic: [RTSS]BaseWhiteNoLighting material not working correctly
Replies: 4
Views: 419

[RTSS]BaseWhiteNoLighting material not working correctly

I use this material quite a lot for debug-drawing and HUD-type stuff. In RTSS-FFP, it does render, but only in white - my vertex coloring is ignored. My code will look a bit like this: m_render = sceneManager.createManualObject(moName); m_render->setDynamic(true); m_render->estimateVertexCount(6); m...
by JDX_John
Sun Oct 21, 2012 1:15 pm
Forum: Help
Topic: A listener to notify me when a Material is loaded
Replies: 2
Views: 304

Re: A listener to notify me when a Material is loaded

Ah, OK. What you suggest is basically what I am doing now, I just assumed with Ogre being quite Listener-based there would be one for this!

Thanks.
by JDX_John
Sat Oct 20, 2012 7:00 pm
Forum: Help
Topic: A listener to notify me when a Material is loaded
Replies: 2
Views: 304

A listener to notify me when a Material is loaded

I'm too confused with all the different resource listeners... is there a way I can register a listener to inform me each time a Material has been loaded? I'm not sure if 'loaded' is the right Ogre terminology, I mean that the Material instance exists and can be modified... I might want to add a new ...
by JDX_John
Sat Oct 20, 2012 1:28 pm
Forum: Help
Topic: [RTSS] Create Shader versions of FFP techniques at load-time
Replies: 4
Views: 589

Re: [RTSS] Create Shader versions of FFP techniques at load-

Looking deeper, how RTSS does things is 10x more complex than I first thought. All those internal SceneManager and renderable listeners, setting an Ogre::Any on generated passes, etc. Using bits of RTSS piecemeal would seem a tougher job than I thought...
by JDX_John
Fri Oct 19, 2012 12:35 pm
Forum: Help
Topic: [RTSS] Create Shader versions of FFP techniques at load-time
Replies: 4
Views: 589

Re: [RTSS] Create Shader versions of FFP techniques at load-

Thought I'd bump this as it's really not an area I know where to look so I'm a bit stuck. Here is the other way I was doing things using a listener: if(ShaderGenerator::initialize()) { ShaderGenerator &sg = ShaderGenerator::getSingleton(); std::string cachePath = Paths::getTmpPath(); logStream()<<"R...
by JDX_John
Tue Oct 16, 2012 8:50 pm
Forum: Help
Topic: [RTSS] Where is ShaderGeneratorDefaultScheme coming from?
Replies: 15
Views: 680

Re: [RTSS] Where is ShaderGeneratorDefaultScheme coming from

I'm not sure if this counts as a good solution, but what about simply a static Viewport::DEFAULT_SCHEME_NAME value, which we can easily change to use the default RTSS schemeName (or anything else)?
by JDX_John
Tue Oct 16, 2012 8:04 pm
Forum: Help
Topic: [RTSS] Where is ShaderGeneratorDefaultScheme coming from?
Replies: 15
Views: 680

Re: [RTSS] Where is ShaderGeneratorDefaultScheme coming from

My point is, it doesn't simply default to using RTSS... it defaults to using the default RTSS scheme in a specific way. The fact it hard-codes the scheme name rather than add RTSS as a dependency is a bad sign. At least #include the right file inside an #ifdef and then people like me will not spend ...
by JDX_John
Tue Oct 16, 2012 9:08 am
Forum: Help
Topic: [RTSS] Where is ShaderGeneratorDefaultScheme coming from?
Replies: 15
Views: 680

Re: [RTSS] Where is ShaderGeneratorDefaultScheme coming from

Yeah, I searched the entire code-base for the symbol name too. In the end I noticed my newly created viewports already had this scheme set and lookuing into the Viewport constructor I saw that call to the render-system which I think is dodgy to start with really... I'm not convinced RenderSystem::_g...
by JDX_John
Mon Oct 15, 2012 9:52 pm
Forum: Help
Topic: [RTSS] Create Shader versions of FFP techniques at load-time
Replies: 4
Views: 589

Re: [RTSS] Create Shader versions of FFP techniques at load-

In my case I have concrete fixed-function materials, so it's similar but not identical. I've been doing some testing, instead of using a material-listener I do this hacky code which iterates all materials after loading: Ogre::RTShader::ShaderGenerator &sg = Ogre::RTShader::ShaderGenerator::getSingle...
by JDX_John
Mon Oct 15, 2012 9:12 pm
Forum: Help
Topic: [RTSS] Where is ShaderGeneratorDefaultScheme coming from?
Replies: 15
Views: 680

Re: [RTSS] Where is ShaderGeneratorDefaultScheme coming from

FOUND IT! const String& RenderSystem::_getDefaultViewportMaterialScheme( void ) const { #ifdef RTSHADER_SYSTEM_BUILD_CORE_SHADERS if ( !(getCapabilities()->hasCapability(Ogre::RSC_FIXED_FUNCTION)) ) { // I am returning the exact value for now - I don't want to add dependency for the RTSS just for on...
by JDX_John
Sat Oct 13, 2012 2:02 pm
Forum: Help
Topic: [RTSS] Create Shader versions of FFP techniques at load-time
Replies: 4
Views: 589

[RTSS] Create Shader versions of FFP techniques at load-time

Instead of using a material listener and waiting until a material is used for render, I want to find ALL fixed-function render-paths in materials at load/start-time, and replace them with shaderised versions. One reason for this is I already use multiple schemes for different viewports, so the logic...
by JDX_John
Tue Oct 09, 2012 11:17 am
Forum: Help
Topic: [RTSS] Where is ShaderGeneratorDefaultScheme coming from?
Replies: 15
Views: 680

Re: [RTSS] Where is ShaderGeneratorDefaultScheme coming from

I'm building from source but this is for iOS so I'm not sure how I set a breakpoint in a library like Ogre... do I just open the relevant Ogre file in Xcode and stick a breakpoint on it? I also saw something about a fixed-function option in the CMake settings, I think it's the conditional block in O...
by JDX_John
Tue Oct 09, 2012 1:02 am
Forum: Help
Topic: [RTSS] Where is ShaderGeneratorDefaultScheme coming from?
Replies: 15
Views: 680

Re: [RTSS] Where is ShaderGeneratorDefaultScheme coming from

Nope. All I can think is it is some how a side effect, because I only recently added RTSS support. I might have to add some debugging code to Ogre if I can't find an answer, it's pretty weird. When I copy-pasted sample code for RTSS I noticed it still worked even when I didn't set the viewport schem...
by JDX_John
Mon Oct 08, 2012 11:08 pm
Forum: Announcements / News / Information
Topic: [Please vote] Knowledge, Usage and Future of Ogre's RTSS
Replies: 82
Views: 100058

Re: [Please vote] Knowledge, Usage and Future of Ogre's RTSS

Here's a question... why do techniques using fixed-function report as supported on non-fixed-function hardware? Is it a bug or a feature, and how can I easily figure out a technique uses FFP? Here's another, how would RTSS ShaderGenerator cope with a Technique which includes one fixed-function pass,...
by JDX_John
Mon Oct 08, 2012 10:12 pm
Forum: Help
Topic: [RTSS] Where is ShaderGeneratorDefaultScheme coming from?
Replies: 15
Views: 680

[RTSS] Where is ShaderGeneratorDefaultScheme coming from?

I've spent all day digging through RTSS and my code and am totally confused about one thing in particular... I have a MaterialListener, and MyListener::handleSchemeNotFound() keeps getting called with schemeName = ShaderGeneratorDefaultScheme (ShaderGenerator::DEFAULT_SCHEME_NAME). But, I never set ...
by JDX_John
Mon Oct 08, 2012 5:21 pm
Forum: Help
Topic: MaterialManager::Listener::handleSchemeNotFound()
Replies: 9
Views: 324

Re: MaterialManager::Listener::handleSchemeNotFound()

Based on the sample listener code here, I think createShaderBasedTechnique() DOES add the technique to the material... they call this and then look up the new technique on the material.

I'm basically using that sample code, and I only get one call per material.
by JDX_John
Mon Oct 08, 2012 3:41 pm
Forum: Help
Topic: MaterialManager::Listener::handleSchemeNotFound()
Replies: 9
Views: 324

Re: MaterialManager::Listener::handleSchemeNotFound()

Slightly OT but I still don't really get why the RTSS sample code has us do viewPort->setMaterialScheme(ShaderGenerator::DEFAULT_SCHEME_NAME) As I understand it this means for EVERY material, Ogre looks for a RTSS technique. And since none will exist, that means the listener gets called for EVERY ma...