Search found 103 matches

by lodi
Fri May 23, 2008 7:46 pm
Forum: General Discussion
Topic: Not sure to program or not?
Replies: 22
Views: 2311

Actually, correct me if I'm wrong, but installing the directx developer runtimes DOES decrease performance compared to the end-user runtimes. Furthermore, installing large applications like VS will bloat the registry, etc. and bog down windows. But if you're considering not programming because of a ...
by lodi
Sat Sep 08, 2007 10:54 pm
Forum: Help
Topic: Quick compiling assistance needed.
Replies: 11
Views: 801

Look through ogre.log for any clues and then step through the executable with the debugger.
by lodi
Sat Aug 04, 2007 9:06 pm
Forum: Feature Requests
Topic: Ogre to tap into FX composer 2
Replies: 33
Views: 8752

do not kid yourself it's not even close Ha! I'm not even sure what exactly we're comparing but that's the epitome of "I don't care *how* big yours is, mine is bigger." We can LGPL it if I see more of the community involved in a big way. Involved in *what*?? How can the community get involved in som...
by lodi
Fri Aug 03, 2007 8:34 pm
Forum: Help
Topic: Scene Manager Implementation Details
Replies: 7
Views: 806

Cubes are fine to conceptualize it, but when you load the map (or in an offline step), you should rebuild the level geometry and optimize it. Your optimizer could then remove any hidden faces, and collapse the floor and walls (in your example) into larger polygons, etc. I wouldn't worry about these ...
by lodi
Fri Aug 03, 2007 5:21 pm
Forum: Feature Requests
Topic: Ogre to tap into FX composer 2
Replies: 33
Views: 8752

I rather wait this time to see what you do this time around. Last time I implement things like engineers att NVidia told me between four eyes. You guys come up with the cheapest cheets to do it anyway, from the simple samples readly avaible anywhere. I don't settle for halfway solutions, this would...
by lodi
Thu Aug 02, 2007 8:04 pm
Forum: Developer talk
Topic: why class Degree ?
Replies: 76
Views: 5629

To go slightly off topic: it's actually commonly misunderstood that people in "those days" thought that the world was flat. We've known about the curvature of the earth for at least 2200 years (http://en.wikipedia.org/wiki/Eratosthenes) and likely far before that as well. That knowledge wasn't exact...
by lodi
Sun Jul 22, 2007 12:47 am
Forum: Help
Topic: Remove everything but 1 object, render, and re-add after?
Replies: 4
Views: 427

I'm not sure I understood exactly what you're trying to do, but I'll try to take a stab at it: render your object to a different set of render targets, run your shader there, and then recombine with a render of just your scene. It'll help if you give a concrete example of what effect you're trying t...
by lodi
Fri Jul 20, 2007 3:54 am
Forum: General Discussion
Topic: MUD creator on MMOs...
Replies: 36
Views: 2759

Well I got into MMO's with UO, which had a certain magic about it I think. Anyone picking it up now will not understand the game; there's nothing to do, everything about it is frustrating, the graphics and ui are terrible, etc. etc. If you came into it from a MUD background, you were dissapointed wi...
by lodi
Fri Jul 20, 2007 3:29 am
Forum: General Discussion
Topic: need to test on GMA 950; will donate to Ogre for help
Replies: 22
Views: 1905

I'm another mac(book) guy that can test if you'd like. I've done some light pixel shading work on it and it chugs along alright. I even used to play world of warcraft at surprisingly decent framerates (20+, even 40+ in some areas). Halo was also fine (even if the game sucked :-))
by lodi
Wed Jul 04, 2007 6:06 pm
Forum: Help
Topic: Sine wave shader doesn't show sines but triangles
Replies: 3
Views: 1290

Looks okay to me. Make sure your mesh is subdivided very finely, and watch the scale of your coordinates (if z,y are in the range [0..10], then sine will oscillate more than three times within your patch).
by lodi
Fri Jun 22, 2007 9:04 pm
Forum: General Discussion
Topic: On the usefulness of free art
Replies: 17
Views: 1757

Well I actually agree with jjp completely on this one. Imagine if you had five artists (that liked to do things end-to-end -- sketching, modelling, texturing, rigging) and you were *paying* them to work on a project. Even then you'd have a huge problem getting them all to work together and come up w...
by lodi
Wed Jun 13, 2007 5:22 am
Forum: General Discussion
Topic: Photosynth
Replies: 11
Views: 2020

(I messed it up in my original post but the project is called 'seadragon'. 'Photosynth' is just the web version) I'm not too familiar with the state of the art in this field, but I suppose what blew me away wasn't just the part about stitching together photographs. I was most impressed with how "sli...
by lodi
Tue Jun 12, 2007 11:34 pm
Forum: Developer talk
Topic: 3d engine performance
Replies: 9
Views: 1618

Nice find! I love that quote :-) I think some of the advice is only applicable as an extremely low level optimization (loop unrolling) on fixed hardware (he's presenting to xbox developers here, not programmers in general), but mostly I found myself agreeing with everything in the presentation. He d...
by lodi
Fri Jun 08, 2007 4:00 am
Forum: General Discussion
Topic: Photosynth
Replies: 11
Views: 2020

Photosynth

(This doesn't use ogre but I thought this link was just unbelievable with respect to what they show and applications to 3d scanning) My buddy forwarded me this link on a microsoft research project that looks like it's 'straight out of minority report' http://youtube.com/watch?v=s-DqZ8jAmv0 (you can ...
by lodi
Wed May 30, 2007 5:17 am
Forum: Help
Topic: My own Configuration Dialog and few more questions
Replies: 1
Views: 292

I'm not exactly sure what comes in the sdk, so download the source version if you need to, and then just take a look at ogrenew/Samples/Common/include/ExampleFrameListener.h to see how the fps counter is implemented (you'll just need to add a few lines to calculate your own rolling average). Also ta...
by lodi
Sun May 27, 2007 11:52 pm
Forum: Developer talk
Topic: Ideas for terrain with texture atlas and tiling
Replies: 12
Views: 8974

You have to tile the texture yourself. Instead of having the top left quarter (say 512x512) be one texture, you have the texture take up only say 480x480 in the middle of that 512x512, with 16 pixels of border that have the opposite side of the texture (as if it was repeated, mirrored, or whatever m...
by lodi
Sun May 27, 2007 10:48 pm
Forum: General Discussion
Topic: how to protect artists media
Replies: 84
Views: 6268

Also there's the issue of accidental theft; having all the assets wide open (like jpg's, etc.) leaves the possibility of someone using them without knowing it's wrong or illegal (for example, all the textures and fonts and such that come with ogre). In many other countries and cultures, copyright is...
by lodi
Fri May 25, 2007 5:15 am
Forum: Artists & Content Creators
Topic: [Solved] Textures for terrain
Replies: 11
Views: 1628

1) Evak had a great reply to this. 2) Generally you don't texture a terrain with one big texture map anyway (then you'd need one huge unique texture). Instead you use a few detailed textures (garden, asphalt, etc. like you said he already has), and a few low resolution alpha masks that get blended t...
by lodi
Fri May 25, 2007 5:06 am
Forum: Showcase
Topic: Navi
Replies: 454
Views: 135423

This is amazing; I needed this so. I can't wait to get a chance to fire up my project and give navi a shot!

Thanks for the fantastic work!
by lodi
Wed May 23, 2007 6:08 pm
Forum: Help
Topic: Ogre app run fine in Vista?
Replies: 9
Views: 493

It's not *ogre* that doesn't work in vmware, it's 3d acceleration in general. Vmware, parallels, etc. are all working on gpu virtualization, so we should see something about it this year. Also on that note, I've read that gf8/r600 have special features to support gpu virtualization, but I'm eager to...
by lodi
Mon May 21, 2007 11:55 pm
Forum: Help
Topic: Ogre on mac intel using parallels desktop
Replies: 5
Views: 495

3D acceleration doesn't work under parallels yet (they're working on it...) but it's pretty easy to port your app to native osx since ogre is supported on that platform.
by lodi
Thu May 03, 2007 9:26 pm
Forum: Help
Topic: Does OGRE support the Intel GMA 950 video card?
Replies: 14
Views: 1771

This is the video card inside my macbook; I can run shaders if I declare them as arbfp1, etc.
by lodi
Thu Apr 26, 2007 4:03 am
Forum: General Discussion
Topic: there are many gui systems -can someone send me a comparison
Replies: 15
Views: 2131

Heh... I hacked up a gui in qbasic as well and I certainly don't wish to relive *that* experience; it's a good thing someone else is on the job these days :-)
by lodi
Sat Apr 21, 2007 7:03 pm
Forum: Help
Topic: [Solved] Shadows problem : vertex count > 16-bit limit
Replies: 7
Views: 2369

Well, 2^16 = 65536. 82450 triangles means you have at least 82450 vertices, which is greater than 2^16. Therefore you're exceeding the 16-bit vertex count limit, as the assertion is telling you. Are you trying to load the whole map as a single mesh?
by lodi
Fri Apr 20, 2007 7:45 am
Forum: Developer talk
Topic: BetaGUI 3 (formerly known as DeltaGUI)
Replies: 70
Views: 9866

In that vein: what about using agg to draw to the texture?

http://www.antigrain.com/screenshots/index.html