Search found 1093 matches

by al2950
Wed Jul 04, 2018 3:11 pm
Forum: Ogre 2.0+
Topic: Depth buffer precision and reverse-z
Replies: 10
Views: 304

Re: Depth buffer precision and reverse-z

I had noticed that before, looks interesting. Your comment about supporting old hardware.... surely that is what Ogre 1.x is for. 2.x is looking more to the future!? Also given zxz point below, I was wondering if its something we should look at more seriously. In the NVIDIA article I linked, they co...
by al2950
Tue Jul 03, 2018 2:29 pm
Forum: Ogre 2.0+
Topic: Depth buffer precision and reverse-z
Replies: 10
Views: 304

Re: Depth buffer precision and reverse-z

In all seriousness, is this something that might be done? The Ogre 2.1 roadmap seems to have gone a bit cold!
by al2950
Fri Jun 15, 2018 11:07 pm
Forum: General Discussion
Topic: Particle Universe & Ogre 2.x
Replies: 3
Views: 116

Re: Particle Universe & Ogre 2.x

I use particle universe with 2.1, you need to compile the correct branch and make sure you update materials. I say this, but I use the most basic particle systems, and that is all I have tested. Any more complicated particles systems I can not guarantee I am afraid!
by al2950
Mon Jun 11, 2018 10:39 am
Forum: Ogre 2.0+
Topic: Depth buffer precision and reverse-z
Replies: 10
Views: 304

Re: Depth buffer precision and reverse-z

+1000000 :D
by al2950
Fri Jun 01, 2018 3:32 pm
Forum: Ogre 2.0+
Topic: [2.1, 2.2] Using dynamic textures with PBS
Replies: 3
Views: 183

Re: [2.1, 2.2] Using dynamic textures with PBS

Interesting. I assume renderSystem::_setRenderTarget is not used any more then. Ill start looking at upgrading to 2.2... I think the time has finally come.... it make the jump easier if reflections probes where pixel based, instead of object based :P
by al2950
Wed May 30, 2018 9:39 am
Forum: Ogre 2.0+
Topic: [2.1, 2.2] Using dynamic textures with PBS
Replies: 3
Views: 183

[2.1, 2.2] Using dynamic textures with PBS

I have dynamic textures that I use with PBS materials, which are updated via its own RTT compositor. In 2.1 only 2D Array textures are allowed. (I understand why PBS uses 2d Arrays). However, at least for Dx11, it still seems to work fine if you use a basic 2D texture, apart from an assert that happ...
by al2950
Tue May 01, 2018 10:40 am
Forum: Ogre 2.0+
Topic: [Solved] [2.1] Multiple point lights problem
Replies: 4
Views: 125

Re: [2.1] Multiple point lights problem

FYI I would use setForwardClustered as it is faster. These algorithms are good all rounders and work on most setups. However there is a fairly fixed performance hit ( ie does not matter how many lights or scene complexity) per scene pass. This performance hit (which is a CPU hit) can be reduced by c...
by al2950
Mon Apr 16, 2018 1:23 pm
Forum: Ogre 2.0+
Topic: [2.1] Bug when re-using cull data (V1 Renderables get added twice or more!)
Replies: 4
Views: 137

Re: [2.1] Bug when re-using cull data (V1 Renderables get added twice or more!)

The only issue with v1 objects is that they rely in _updateRenderQueue to add themselves, and they can do whatever they want in there (eg. fill a buffer with required data that is view dependent) Grumble! I had forgotten about that. Billboards are certainly an issue here. Not going to be as easy to...
by al2950
Fri Apr 13, 2018 6:15 pm
Forum: Ogre 2.0+
Topic: [2.1] Bug when re-using cull data (V1 Renderables get added twice or more!)
Replies: 4
Views: 137

[2.1] Bug when re-using cull data (V1 Renderables get added twice or more!)

When using 're-use cull data' SceneManager::_cullPhase01 is not called and so the render queue is not cleared. However V1 renderables are added to the render queue in SceneManager::_renderPhase02, and so the same renderable ends up begin added twice or more. Is there any reason one V1 renderables ar...
by al2950
Wed Apr 11, 2018 8:06 pm
Forum: Ogre 2.0+
Topic: 2.1 Shadows
Replies: 3
Views: 217

Re: 2.1 Shadows

Okay so, in theory, would having 50 statically shadow mapped lights affect performance? I’m sorry for being quite unknowledgeable. Short anser Yes Long answer maybe, probably yes! Even though the shadow maps wont be updated you will have to sample them in the pixel shader. For each light, using low...
by al2950
Tue Apr 10, 2018 8:06 pm
Forum: Ogre 2.0+
Topic: 2.1 Shadows
Replies: 3
Views: 217

Re: 2.1 Shadows

Shadow mapping is a slightly complicated subject, but I think ogre 2.1 does a great job at simplifying it whilst keeping flexible. First off, you can certainly do what you want. However please note that shadow mapping is an expensive operation. There are effectively 2 sides to shadowing mapping - Re...
by al2950
Wed Mar 28, 2018 1:43 pm
Forum: Ogre 2.0+
Topic: [2.1] Easier way to communicate with hlms shader?
Replies: 14
Views: 2668

Re: [2.1] Easier way to communicate with hlms shader?

Because if you update the ogre repository and have your own Fog implementation, this could become a mess quickly... I dont see this is as the case, in fact it is not the case! The fog implementation uses the standard interfaces for customizing a HLMS implementation. So you should face no difficulti...
by al2950
Tue Mar 27, 2018 6:18 pm
Forum: General Discussion
Topic: OpenVR, a possible performance Tip, please test
Replies: 8
Views: 268

Re: OpenVR, a possible performance Tip, please test

Ok this is complicated and I am not sure one can get it to go faster. However I have found a great presentation that anyone using OpenVR or VR fullstop should watch. http://www.gdcvault.com/play/1021771/Advanced-VR For waitGetPose stuff look at the 'Pipelined Architectures' through to the 'Running S...
by al2950
Mon Mar 26, 2018 10:13 pm
Forum: General Discussion
Topic: OpenVR, a possible performance Tip, please test
Replies: 8
Views: 268

Re: OpenVR, a possible performance Tip, please test

good news! I am currently trying to bleed some more FPS out of my system, and I am having similar issues. I however do have a more complicated situation where I am not only rendering the VR chain, but x number of normal render windows, not to mention other RTT like environment maps,etc. So as dark_s...
by al2950
Mon Mar 26, 2018 8:48 pm
Forum: Ogre 2.0+
Topic: PSSM shadows not working with camera->setFrustumExtents (and probably not with setCustomProjectionMatrix, e.g. for VR?)
Replies: 6
Views: 169

Re: PSSM shadows not working with camera->setFrustumExtents (and probably not with setCustomProjectionMatrix, e.g. for V

Shimayama wrote:
Mon Mar 26, 2018 8:16 pm
Ok, I see. Hmm. The problem is that we receive a custom projection matrix from the OpenVR SDK.
So do i :). Dont use IVRSystem::GetProjectionMatrix instead use IVRSystem::GetProjectionRaw

FYI for Ogre you need to swap the top and bottom components of the tangent half angles
by al2950
Mon Mar 26, 2018 3:13 pm
Forum: Ogre 2.0+
Topic: PSSM shadows not working with camera->setFrustumExtents (and probably not with setCustomProjectionMatrix, e.g. for VR?)
Replies: 6
Views: 169

Re: PSSM shadows not working with camera->setFrustumExtents (and probably not with setCustomProjectionMatrix, e.g. for V

In short do not use custom projection matrix! The problem is that a number of internal algorithms inside Ogre use the current camera info to build its own projection matrices, or do some form of maths , eg PSSM, Forward+ rendering light culling. So if you are using a custom projection matrix, it can...
by al2950
Wed Mar 14, 2018 3:17 pm
Forum: Ogre 2.0+
Topic: BGFX vs Ogre 2.1
Replies: 7
Views: 672

Re: BGFX vs Ogre 2.1

I am curious where you ended up with your BGFX Vs Ogre 2.1? I am also curios as to how you found it easier than Ogre! As BGFX is technically a lower level library so should require more work than Ogre.
by al2950
Sun Mar 04, 2018 2:21 pm
Forum: Help
Topic: [2.1] orthographic camera : depth-sort impacted by X-axis too much
Replies: 8
Views: 311

Re: [2.1] orthographic camera : depth-sort impacted by X-axis too much

The sorting algorithms happen within the RenderQueue, they are a little complicated due to the way Ogre will order opaque objects to try and improve performance. However transparent objects should always be rendered back to front. Each render queue can have differet modes though, its worth checking ...
by al2950
Thu Feb 22, 2018 7:10 pm
Forum: Ogre 2.0+
Topic: Ogre 2.1 node updates are painful to work with
Replies: 10
Views: 505

Re: Ogre 2.1 node updates are painful to work with

We ran into similar issues/pain. I did open a topic a while back but can't find it. To be honest we just implemented our getDerivedXXXNoAssert(const Ogre::SceneNode&) helper function
by al2950
Sun Feb 18, 2018 4:52 pm
Forum: Ogre 2.0+
Topic: [2.x] Come up against a Compositor limitation, :(
Replies: 5
Views: 302

Re: [2.x] Come up against a Compositor limitation, :(

Having a node inside a node (like shadows) is not a good idea. It already felt dirty when I did it, and there were a lot of safeguards I had to place (because a node is literally interrupting its execution to start another sequence of nodes; I was worried you might say something like that :( Thanks...
by al2950
Fri Feb 16, 2018 6:48 pm
Forum: Ogre 2.0+
Topic: [2.1] Problems with GLSL and HLSL after update.
Replies: 7
Views: 207

Re: [2.1] Problems with GLSL and HLSL after update.

Just re-built Ogre with standard settings, with latest build (d9c4d65c364034fb13bc1f5efbe507f2b2632e82) and run the Sample_Tutorial02_VariableFramerate demo in Dx and GL and all is fine and the logs have no errors

Suggest a full rebuild, including cmake!
by al2950
Fri Feb 16, 2018 12:25 am
Forum: Ogre 2.0+
Topic: [2.1] Problems with GLSL and HLSL after update.
Replies: 7
Views: 207

Re: [2.1] Problems with GLSL and HLSL after update.

It sounds bit like you have not updated your local HLMS files?

Do the ogre samples run ok?
by al2950
Thu Feb 15, 2018 5:14 pm
Forum: Ogre 2.0+
Topic: [2.x] Come up against a Compositor limitation, :(
Replies: 5
Views: 302

Re: [2.x] Come up against a Compositor limitation, :(

ok, this officially driving me nuts! The only solution I can use is to generate a new compositor when I instantiate a OCEAN pass, which just sucks for many reasons :( The reason I can not use any other idea is that I need to change the settings of the main rendering cam before rendering scene, which...