Search found 1124 matches

by al2950
Yesterday, 2018 8:06 pm
Forum: Ogre 2.0+
Topic: [2.2] Build issue/bug
Replies: 8
Views: 129

Re: [2.2] Build issue/bug

I will probably finish integrating Ogre 2.2 this week, so the rest of these issues should be picked up, and ill create a PR
by al2950
Fri Oct 19, 2018 10:05 am
Forum: Ogre 2.0+
Topic: [2.2] Build issue/bug
Replies: 8
Views: 129

Re: [2.2] Build issue/bug

Done. Based on what you described, there's probably still the problem that the SDK installation folder structure should/must match exactly that of the source code. Thanks. The output structure does not have to match, but I think its probably more logical if it did. CMake scripts need a serious over...
by al2950
Thu Oct 18, 2018 12:47 pm
Forum: Ogre 2.0+
Topic: [2.2] Build issue/bug
Replies: 8
Views: 129

[2.2] Build issue/bug

Hi In Ogre 2.2 the Hlms datablock headers have this line of code in them #include "../../Common/include/OgreHlmsTextureBaseClass.h" However when the Ogre Install project is run it places all headers, in the same path, breaking builds. 2.1 also has files in ../../Common/include/, but includes them li...
by al2950
Mon Oct 15, 2018 7:29 pm
Forum: Ogre 2.0+
Topic: [2.1] Particle appearance is messed up
Replies: 10
Views: 183

Re: [2.1] Particle appearance is messed up

can you post the material 'smoke' you are using
by al2950
Mon Oct 15, 2018 3:14 pm
Forum: Ogre 2.0+
Topic: [2.1] Dynamic geometry
Replies: 5
Views: 145

Re: [2.1] Dynamic geometry

I am not sure I understand. The code you are using: cubeVertices[0] = c_originalVertices[i].px ; cubeVertices[1] = c_originalVertices[i].px ; cubeVertices[2] = c_originalVertices[i].pz; cubeVertices[3] = c_originalVertices[i].nx ; cubeVertices[4] = c_originalVertices[i].nx ; cubeVertices[5] = c_orig...
by al2950
Fri Oct 12, 2018 2:11 pm
Forum: Ogre 2.0+
Topic: [2.1] Dynamic geometry
Replies: 5
Views: 145

Re: [2.1] Dynamic geometry

Its easy! If you have looked at the Dynamic Geometry then you will have seen the following line Ogre::VertexArrayObject *vao = vaoManager->createVertexArrayObject( vertexBuffers, indexBuffer, Ogre::OT_TRIANGLE_LIST ); Ogre::OT_TRIANGLE_LIST is the key point here. It could be any of the following enu...
by al2950
Wed Oct 10, 2018 3:01 pm
Forum: Help
Topic: [2.1] Multithreading tutorial questions
Replies: 13
Views: 157

Re: [2.1] Multithreading tutorial questions

(2) Given the above I'm planning on just passing the relevant data to the logic thread. The mesh parsing code you gave me is great. I have hit one snag. I think I need normal data. Do I just need work out how to expand the utility code to get normals? Yes see this line requests.push_back(Ogre::Vert...
by al2950
Wed Oct 10, 2018 11:55 am
Forum: Help
Topic: [2.1] Multithreading tutorial questions
Replies: 13
Views: 157

Re: [2.1] Multithreading tutorial questions

gameEntityAdded is called from GraphicsSystem::processIncomingMessage which recieves a pointer to the data in the 'messageQueue'. However you pass that pointer back into the 'messageQueue' to go back the other way. However the data that that data points will be deleted (Actually it does not get dele...
by al2950
Tue Oct 09, 2018 10:50 pm
Forum: Help
Topic: [2.1] Multithreading tutorial questions
Replies: 13
Views: 157

Re: [2.1] Multithreading tutorial questions

This is what I use void MeshTools::getMeshInfo(Ogre::MeshPtr mesh, int &outVertexCount, Ogre::Vector3* &outVertices, int &outIndexCount, Ogre::uint32* &outIndices, Ogre::Matrix4 transform) { //First, we compute the total number of vertices and indices and init the buffers. unsigned int numVertices ...
by al2950
Tue Oct 09, 2018 6:28 pm
Forum: Ogre 2.0+
Topic: [2.1] Wireframe on solid?
Replies: 2
Views: 98

Re: [2.1] Wireframe on solid?

You will need to render the object twice. I would recommend duplicating the objecting and putting it in a separate render queue and a separate pass. Render the solid object first then render your wireframe object. To ensure the wireframe object does not get culled by the depth buffer make sure you s...
by al2950
Tue Oct 09, 2018 5:59 pm
Forum: Help
Topic: [2.1] Multithreading tutorial questions
Replies: 13
Views: 157

Re: [2.1] Multithreading tutorial questions

(1) For physics related code that goes in the logic thread in for example logicgamestate. How do I get access to a mesh there? The reason is I wan't to parse the mesh to create a physics object. Meshes are loaded and created in the graphics thread. Would I have to recreate similar in the logic thre...
by al2950
Mon Oct 08, 2018 1:19 pm
Forum: Ogre 2.0+
Topic: Screen space decals mask
Replies: 4
Views: 102

Re: Screen space decals mask

The road mesh is never planar, in fact it can go up and down from the "sea level" (y = 0.0) by some meters. In that case reducing the depth isn't a feasible approach. I was afraid you might say that! In which case yes it gets harder. I have not delved into the implementation yet, but is suspect its...
by al2950
Mon Oct 08, 2018 12:46 pm
Forum: Ogre 2.0+
Topic: Screen space decals mask
Replies: 4
Views: 102

Re: Screen space decals mask

Why would the decals be 'splattered' on the car? A decal has an x,y size as well as a depth, which determines the volume in which decals will be applied. If you set the depth to something like 5cm, then the skid marks won't appear on the car.
by al2950
Fri Oct 05, 2018 12:21 pm
Forum: Help
Topic: [2.1][SOLVED] Per Object Clipping using Shader
Replies: 7
Views: 212

Re: [2.1] Per Object Clipping using Shader

I think if I was in your position, I would take the unlit HLMS and then either edit it directly or inherit from it and customize the functions you need.
by al2950
Fri Oct 05, 2018 11:31 am
Forum: Help
Topic: [2.1][SOLVED] Per Object Clipping using Shader
Replies: 7
Views: 212

Re: [2.1] Per Object Clipping using Shader

Short answer is no, without creating your own version or extending a current HLMS implementation. There are 3 different levels of 'customisations' 1) At the pass level. Ogre supports the ability to customize any HLMS shader at the pass level, which is what you have currently implemented. 2) At the m...
by al2950
Wed Sep 26, 2018 3:53 pm
Forum: Ogre 2.0+
Topic: [2.1] Decals And area light feedback
Replies: 10
Views: 260

Re: [2.1] Decals And area light feedback

Can you post the scene setup? Thanks Really sorry, but whilst creating patch for you I re-ran the suite of tests, and it runs fine in OpenGL, not sure where or when I got this mixed up. However it is definitely broken in DirectX :oops: ! diff -r bb8d0c77f1c1 Samples/2.0/ApiUsage/AreaApproxLights/Ar...
by al2950
Wed Sep 26, 2018 3:29 pm
Forum: Ogre 2.0+
Topic: [2.1] Decals And area light feedback
Replies: 10
Views: 260

Re: [2.1] Decals And area light feedback

- The LTC lights do not look correct, I edited the sample to look like the reference in the LTC paper, and something is not right. The code is based from LTC Quad sandbox (original repo) and it looks the same to me ¯\_(ツ)_/¯ ill get back to you on this!! And yes I know the sample hack patch that a ...
by al2950
Tue Sep 25, 2018 5:18 pm
Forum: Ogre 2.0+
Topic: [2.1] Decals And area light feedback
Replies: 10
Views: 260

Re: [2.1] Decals And area light feedback

al2950 wrote: ↑Mon Sep 24, 2018 4:21 pm Also needs to be made clearer that its just a mask and does not support eg diffuse textures I don't understand what you mean by this. Holy crap it supports fully textured area lights :D :D . I was misled by the fact the sample is just a mask and all the varia...
by al2950
Mon Sep 24, 2018 5:55 pm
Forum: Ogre 2.0+
Topic: [2.1] Decals And area light feedback
Replies: 10
Views: 260

Re: [2.1] Decals And area light feedback

Ive uploaded a commit which tests the pre pass pipelines for all samples that use the PBS material compositor, which is most samples, so easy to test! My area light changes are very hacky, but here is a patch. Basically makes one the area lights perpendicular to the floor plane, and sets a custom ma...
by al2950
Mon Sep 24, 2018 5:21 pm
Forum: Ogre 2.0+
Topic: [2.1] Decals And area light feedback
Replies: 10
Views: 260

[2.1] Decals And area light feedback

Just checked out latest branch on 2.1 (5055875cbad4a522d8e5334b126cf4bc8e6bd288), where the area light and decal work has been merged and thought I would have a quick look. Its all pretty cool stuff :D but here are some notes: Area Lights - The 'Sample_AreaApproxLights' should probably be renamed to...
by al2950
Wed Sep 05, 2018 3:58 pm
Forum: Ogre 2.0+
Topic: MyGUI ported to Ogre 2.1! =)
Replies: 89
Views: 11071

Re: MyGUI ported to Ogre 2.1! =)

Yeah I can understand that. To be honest one of the reasons i have not sorted it is Git irritates me (just my opinion!). Maybe I should have a look at it tonight
by al2950
Wed Sep 05, 2018 3:51 pm
Forum: General Discussion
Topic: Necro Mutex playtesters? Especially Oculus users.
Replies: 36
Views: 835

Re: Necro Mutex playtesters? Especially Oculus users.

I can help testing with Rift if needed. I have had serious issues with the Rift+SteamVR+FSAA, i never got down to the exact course, as some machines had the issues, others did not. So I added native support for Oculus as well as steamVr.
by al2950
Wed Sep 05, 2018 3:45 pm
Forum: Ogre 2.0+
Topic: MyGUI ported to Ogre 2.1! =)
Replies: 89
Views: 11071

Re: MyGUI ported to Ogre 2.1! =)

The MyGui samples are probably still broken, I had a pull request that fixed them, but it got superseded by another pull request, and I have not had time to fix the conflicts. But if you wanted to fix them, or grab the code from the PR which might help you
by al2950
Wed Aug 22, 2018 2:53 pm
Forum: Help
Topic: Singleton instance retrieval causing Access vialoation
Replies: 2
Views: 79

Re: Singleton instance retrieval causing Access vialoation

I would recommend posting in the MyGui forums. However this is how I initialize MyGUI, I suspect you are missing one or more of these; m_myGuiOgrePlatform = new MyGUI::OgrePlatform(); m_myGuiOgrePlatform ->initialise(m_masterRenderWindow, m_sceneManager); m_gui= new MyGUI::Gui(); m_gui->initialise()...
by al2950
Tue Aug 21, 2018 3:53 pm
Forum: Ogre 2.0+
Topic: [2.1+] Implementing Clear Coat material
Replies: 15
Views: 589

Re: [2.1+] Implementing Clear Coat material

I created a PR with your changes so your code can be easily discussed and shared :D. (I used your username for your patches, I hope thats ok). I have only made sure it runs, so have not done any serious comparison. Your patches did not include any C++ code, do you have any? Happy to add the relevant...